private void ShrinkInPos(int x, int y, int z, Chunk chunk, int prevLightLevel, int curLightLevel) { //当前光照强度为最大值时不收缩 if (curLightLevel >= WorldConfig.Instance.maxLightLevel) { return; } Block b = chunk.GetBlock(x, y, z, true); BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(b.BlockType); int lightDamp = calculator.LightDamp(b.ExtendId); if (lightDamp < WorldConfig.Instance.maxLightLevel) { int lightLevel = chunk.GetBlockLight(x, y, z); if (lightLevel > 0) { int temp = prevLightLevel - lightDamp; //如果前一个物块比当前物块的太阳光亮,那么减弱当前物块的亮度 if (temp > lightLevel) { int nextLightLevel = curLightLevel - lightDamp - 1; if (nextLightLevel < 0) { nextLightLevel = 0; } //如果最终结果没有发生改变,那么不收缩 if (nextLightLevel == lightLevel) { return; } chunk.SetBlockLight(x, y, z, nextLightLevel, true); if (!_changedList.Contains(chunk)) { _changedList.Add(chunk); } int nextIndex = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y; _lightBfsQueue.Enqueue(NodeCache.Instance.GetShrinkNode(nextIndex, lightLevel, nextLightLevel, chunk)); } //如果前一个物块比当前物块的太阳光暗,那么增强前一个物块的亮度 else if (temp < lightLevel) { int nextIndex = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y; _lightSpread.AddSpreadNode(NodeCache.Instance.GetSpreadNode(nextIndex, lightLevel, chunk)); } } } }
private List <Chunk> GetBlockLightChangeChunks(Chunk chunk, int x, int y, int z, Block b, List <Chunk> list) { BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(b.BlockType); int curBlockLightLevel = calculator.LightLevel(b.ExtendId); int blockLightLevel = chunk.GetBlockLight(x, y, z, true); if (curBlockLightLevel > blockLightLevel) { int index = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y; LightSpreadNode node = NodeCache.Instance.GetSpreadNode(index, curBlockLightLevel, chunk); _blockLightSpread.AddSpreadNode(node); chunk.SetBlockLight(x, y, z, curBlockLightLevel, true); } else if (curBlockLightLevel < blockLightLevel) { int index = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y; LightShrinkNode node = NodeCache.Instance.GetShrinkNode(index, blockLightLevel, curBlockLightLevel, chunk); _blockLightShrink.AddShrinkNode(node); chunk.SetBlockLight(x, y, z, curBlockLightLevel, true); } List <Chunk> spreadList = _blockLightSpread.SpreadInChunk(chunk); List <Chunk> shrinkList = _blockLightShrink.ShrinkInChunk(chunk); for (int i = 0; i < spreadList.Count; i++) { if (!list.Contains(spreadList[i])) { list.Add(spreadList[i]); } } for (int i = 0; i < shrinkList.Count; i++) { if (!list.Contains(shrinkList[i])) { list.Add(shrinkList[i]); } } return(list); }