示例#1
0
        public GameObjectState(GameObjectController controller)
        {
            _controller = controller;
            _curPos     = Terrain.GetWorldPos(_controller.transform.position);
            CheckAndResetPos();
            Chunk chunk = World.world.GetChunk(_curPos.x, 0, _curPos.z);

            AttachChunk(chunk);
            WorldPos chunkPos = chunk.worldPos;

            _inBlock         = _attachChunk.GetBlock(_curPos.x - chunkPos.x, _curPos.y - chunkPos.y, _curPos.z - chunkPos.z, true);
            _standBlock      = _attachChunk.GetBlock(_curPos.x - chunkPos.x, _curPos.y - chunkPos.y - 1, _curPos.z - chunkPos.z, true);
            _blockLightLevel = _attachChunk.GetBlockLight(_curPos.x - chunkPos.x, _curPos.y - chunkPos.y, _curPos.z - chunkPos.z, true);
            _sunLightLevel   = _attachChunk.GetSunLight(_curPos.x - chunkPos.x, _curPos.y - chunkPos.y, _curPos.z - chunkPos.z, true);
            InitRenderLight(_blockLightLevel, _sunLightLevel);
        }
示例#2
0
        private void SpreadInPos(int x, int y, int z, Chunk chunk, int curLightLevel)
        {
            //光照强度小于等于1时不再传播
            if (curLightLevel < 2)
            {
                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);

                int nextLightLevel = curLightLevel - lightDamp - 1;
                if (nextLightLevel > lightLevel)
                {
                    int curBlockLightLevel = calculator.LightLevel(b.ExtendId);
                    if (curBlockLightLevel > nextLightLevel)
                    {
                        nextLightLevel = curBlockLightLevel;
                    }
                    SetLight(chunk, x, y, z, nextLightLevel);
                }
            }
        }
示例#3
0
 public int GetBlockLight(int x, int y, int z, bool isInRange = false)
 {
     if (!isInRange && !IsInRange(x, y, z))
     {
         return(chunk.GetBlockLight(x, y + chunkOffsetY, z));
     }
     return(blockLight.GetData(x, y, z));
 }
示例#4
0
        protected virtual void AddSpecialColor(Chunk chunk, int x, int y, int z, MeshData meshData)
        {
            int sunLight   = chunk.GetSunLight(x, y, z, true);
            int blockLight = chunk.GetBlockLight(x, y, z, true);

            meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], 0, 2));
            meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], 0, 2));
            meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], 0, 2));
            meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], 0, 2));
        }
        protected void AddSpecialColorAndSpeed(Chunk chunk, int x, int y, int z, MeshData meshData, float speed = 0.5f)
        {
            int sunLight   = chunk.GetSunLight(x, y, z);
            int blockLight = chunk.GetBlockLight(x, y, z);

            meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], speed, 2));
            meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], speed, 2));
            meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], speed, 2));
            meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], speed, 2));
        }
        public int GetBlockLight(int x, int y, int z)
        {
            Chunk chunk = GetChunk(x, 0, z);

            if (chunk != null && chunk.isPopulationDataPrepared)
            {
                return(chunk.GetBlockLight(x - chunk.worldPos.x, y - chunk.worldPos.y, z - chunk.worldPos.z, true));
            }
            return(0);
        }
        private bool CheckLightCondition(Chunk chunk, int condition, int x, int y, int z)
        {
            int light = chunk.GetBlockLight(x, y + 1, z);

            if (light >= condition)
            {
                return(true);
            }
            return(false);
        }
示例#8
0
        public override void CalculateSpecialMesh(Chunk chunk, int x, int y, int z, MeshData meshData, Block self, Block other, BlockAttributeCalculator otherCalculator, Direction direction)
        {
            //因为会计算六次
            if (direction != Direction.right)
            {
                return;
            }
            if (!IsModelCenter(self.ExtendId))
            {
                return;
            }
            ModelData modelData  = ModelDataManager.Instance.GetModelData((int)self.BlockType);
            Direction face       = GetFaceDirection(self.ExtendId);
            Vector2   rotate     = GetRotateSinAndCos(face);
            int       sunLight   = chunk.GetSunLight(x, y, z, true);
            int       blockLight = chunk.GetBlockLight(x, y, z, true);
            Rect      rect       = GetUVRect(self.ExtendId, direction);

            meshData.useRenderDataForCol = true;
            int verticesIndex    = meshData.GetCurVerticesIndex();
            int colVerticesIndex = meshData.GetCurColVerticesIndex();

            for (int i = 0; i < modelData.vertices.Length; i++)
            {
                Vector3[] vertices = modelData.vertices;
                Vector2[] uvs      = modelData.uvs;

                float verX  = vertices[i].x * rotate.y + vertices[i].z * rotate.x;
                float verZ  = -vertices[i].x * rotate.x + vertices[i].z * rotate.y;
                float realX = x + 0.5f + verX;
                float realY = y + vertices[i].y;
                float realZ = z + 0.5f + verZ;
                //添加渲染网格
                meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(realX, realY, realZ));
                meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], 0, 2));
                //这里要转换uv坐标
                meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(rect.x + uvs[i].x * rect.width, rect.y + uvs[i].y * rect.height));

                //添加碰撞网格
                meshData.AddColVertice(MeshBaseDataCache.Instance.GetVector3(realX, realY, realZ));
            }
            for (int i = 0; i < modelData.triangles.Length; i++)
            {
                meshData.AddTriangle(verticesIndex + modelData.triangles[i]);

                meshData.AddColTriangle(colVerticesIndex + modelData.triangles[i]);
            }
            meshData.useRenderDataForCol = MeshData.DefaultUseRenderDataForCol;
        }
示例#9
0
        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);
        }