示例#1
0
        // Needed to compare two keys
        public override bool Equals(object obj)
        {
            if (obj == null)
            {
                return(false);
            }
            TerrainKey tk = obj as TerrainKey;

            return(x == tk.x && z == tk.z);
        }
示例#2
0
 Terrain getTerrain(TerrainKey tk)
 {
     if (!tk.isValid())
     {
         return(null);
     }
     if (terrainDictionary[tk].gameObject == null)
     {
         return(null);
     }
     return(terrainDictionary[tk].terrain);
 }
示例#3
0
    void setNeighbors(TerrainKey tk)
    {
        if (!tk.isValid())
        {
            return;
        }
        Terrain left   = getTerrain(new TerrainKey(tk.x - 1, tk.z));
        Terrain top    = getTerrain(new TerrainKey(tk.x, tk.z + 1));
        Terrain right  = getTerrain(new TerrainKey(tk.x + 1, tk.z));
        Terrain bottom = getTerrain(new TerrainKey(tk.x, tk.z - 1));

        getTerrain(tk).SetNeighbors(left, top, right, bottom);
    }
示例#4
0
    // Called by player objects
    public static void reportLocation(Vector3 pos)
    {
        if (instance == null)
        {
            return;
        }
        TerrainKey key = new TerrainKey(pos);

        if (!key.isValid())
        {
            Debug.Log("Player outside terrain area");
            return;
        }

        // Mark neighbors as being needed
        TerrainKey[] neighbors = instance.terrainDictionary[key].neighbors;
        for (int i = 0; i < neighbors.Length; i++)
        {
            key = neighbors[i];
            instance.terrainDictionary[key].lastNeeded = Time.timeSinceLevelLoad + 1.0f;
        }
    }
示例#5
0
        // What tile keys are around us?
        public TerrainKey[] getNeighbors()
        {
            if (!isValid())
            {
                Debug.Log("Calling getNeighbors with invalid key");
                return(new TerrainKey[] { });
            }

            TerrainKey left        = new TerrainKey(x - 1, z);
            TerrainKey right       = new TerrainKey(x + 1, z);
            TerrainKey top         = new TerrainKey(x, z + 1);
            TerrainKey topleft     = new TerrainKey(x - 1, z + 1);
            TerrainKey topright    = new TerrainKey(x + 1, z + 1);
            TerrainKey bottom      = new TerrainKey(x, z - 1);
            TerrainKey bottomleft  = new TerrainKey(x - 1, z - 1);
            TerrainKey bottomright = new TerrainKey(x + 1, z - 1);

            if (left.isValid())
            {
                if (right.isValid())
                {
                    if (top.isValid())
                    {
                        if (bottom.isValid()) // Return all
                        {
                            return new TerrainKey[] { topleft, top, topright, left, this, right, bottomleft, bottom, bottomright }
                        }
                        ;
                        else // Remove bottom
                        {
                            return new TerrainKey[] { topleft, top, topright, left, this, right }
                        };
                    }
                    else
                    {
                        if (bottom.isValid()) // Remove top
                        {
                            return new TerrainKey[] { left, this, right, bottomleft, bottom, bottomright }
                        }
                        ;
                    }
                }
                else
                {
                    if (top.isValid())
                    {
                        if (bottom.isValid()) // Remove right
                        {
                            return new TerrainKey[] { topleft, top, left, this, bottomleft, bottom }
                        }
                        ;
                        else // Remove right and bottom
                        {
                            return new TerrainKey[] { topleft, top, left, this }
                        };
                    }
                    else
                    {
                        if (bottom.isValid()) // Remove right and top
                        {
                            return new TerrainKey[] { left, this, bottomleft, bottom }
                        }
                        ;
                    }
                }
            }
            else
            {
                if (right.isValid())
                {
                    if (top.isValid())
                    {
                        if (bottom.isValid()) // Remove left
                        {
                            return new TerrainKey[] { top, topright, this, right, bottom, bottomright }
                        }
                        ;
                        else // Remove left and bottom
                        {
                            return new TerrainKey[] { top, topright, this, right }
                        };
                    }
                    else
                    {
                        if (bottom.isValid()) // Remove left and top
                        {
                            return new TerrainKey[] { this, right, bottom, bottomright }
                        }
                        ;
                    }
                }
            }
            // Some cases are left out because we should never be less than size 3
            Debug.Log("xMax or zMax cannot be less than 3");
            return(new TerrainKey[] { });
        }