/// <summary> /// Sets a given direction blocked. This means that it will no longer be allowed to connect on that direction. /// </summary> /// <param name="dir"></param> /// <param name="value"></param> public void SetBlockedDirection(Direction dir, bool value) { byte result = AdjacencyBitmap.SetDirection(blockedConnections, dir, value); SyncBlockedConnections(blockedConnections, result); EditorblockedConnections = BlockedConnections; adjacents.UpdateDirection(dir, !value, true); UpdateMeshAndDirection(); }
/** * Adjusts the connections value based on the given new tile. * Returns whether value changed. */ private bool UpdateSingleConnection(Direction direction, TileDefinition tile) { bool isConnected = (tile.turf && (tile.turf.genericType == type || type == null)); if (tile.fixtures != null) { isConnected = isConnected || (tile.fixtures.GetFixtureAtLayerIndex(LayerIndex) && (tile.fixtures.GetFixtureAtLayerIndex(LayerIndex).genericType == type || type == null)); } isConnected &= (AdjacencyBitmap.Adjacent(TileState.blockedDirection, direction) == 0); return(adjacents.UpdateDirection(direction, isConnected, true)); }
public MeshDirectionInfo GetMeshAndDirection(AdjacencyBitmap adjacents) { // Count number of connections along cardinal (which is all that we use atm) var cardinalInfo = adjacents.GetCardinalInfo(); // Determine rotation and mesh specially for every single case. float rotation = 0.0f; Mesh mesh; if (cardinalInfo.IsO()) { mesh = o; } else if (cardinalInfo.IsU()) { mesh = u; rotation = TileHelper.AngleBetween(Direction.North, cardinalInfo.GetOnlyPositive()); } else if (cardinalInfo.IsI()) { mesh = i; rotation = TileHelper.AngleBetween(Orientation.Vertical, cardinalInfo.GetFirstOrientation()); } else if (cardinalInfo.IsL()) { mesh = l; rotation = TileHelper.AngleBetween(Direction.NorthEast, cardinalInfo.GetCornerDirection()); } else if (cardinalInfo.IsT()) { mesh = t; rotation = TileHelper.AngleBetween(Direction.South, cardinalInfo.GetOnlyNegative()); } else // Must be X { mesh = x; } return(new MeshDirectionInfo { mesh = mesh, rotation = rotation }); }
/// <summary> /// Ensures that the object is properly initialized. /// </summary> private void EnsureInit() { if (!this) { return; } if (adjacents == null) { adjacents = new AdjacencyBitmap(); } if (!filter) { filter = GetComponent <MeshFilter>(); } genericType = GetComponent <PlacedTileObject>()?.GetGenericType(); specificType = GetComponent <PlacedTileObject>()?.GetSpecificType(); }
/// <summary> /// Update a single direction. /// </summary> /// <param name="dir"></param> /// <param name="placedObject"></param> /// <returns></returns> private bool UpdateSingleConnection(Direction dir, PlacedTileObject placedObject) { // For some reason called before OnAwake() EnsureInit(); UpdateBlockedFromEditor(); bool isConnected = false; if (placedObject) { isConnected = (placedObject && placedObject.HasAdjacencyConnector()); // If cross connect is allowed, we only allow it to connect when the object type matches the connector type if (CrossConnectAllowed) { isConnected &= (placedObject.GetGenericType() == genericType && genericType != ""); } else { isConnected &= (placedObject.GetGenericType() == genericType || genericType == null); } // Check for specific isConnected &= (placedObject.GetSpecificType() == specificType || specificType == ""); isConnected &= (AdjacencyBitmap.Adjacent(blockedConnections, dir) == 0); } bool isUpdated = adjacents.UpdateDirection(dir, isConnected, true); SyncAdjacentConnections(adjacents.Connections, adjacents.Connections); // Cross connect will override adjacents for other layers, so return isConnected instead. if (CrossConnectAllowed) { return(isConnected); } else { return(isUpdated); } }
public MeshDirectionInfo GetMeshAndDirection(AdjacencyBitmap adjacents) { // Count number of connections along cardinal (which is all that we use atm) var cardinalInfo = adjacents.GetCardinalInfo(); // Determine rotation and mesh specially for every single case. float rotation = 0.0f; Mesh mesh; if (cardinalInfo.IsO()) { mesh = o; orientation = OffsetOrientation.o; } else if (cardinalInfo.IsU()) { if (cardinalInfo.north > 0 || cardinalInfo.east > 0) { mesh = uNorth; orientation = OffsetOrientation.uNorth; } else { mesh = uSouth; orientation = OffsetOrientation.uSouth; } rotation = TileHelper.AngleBetween(Direction.North, cardinalInfo.GetOnlyPositive()); } else if (cardinalInfo.IsI()) { mesh = i; orientation = OffsetOrientation.i; rotation = TileHelper.AngleBetween(Orientation.Vertical, cardinalInfo.GetFirstOrientation()); } else if (cardinalInfo.IsL()) { Direction sides = cardinalInfo.GetCornerDirection(); mesh = sides == Direction.NorthEast ? lNE : sides == Direction.SouthEast ? lSE : sides == Direction.SouthWest ? lSW : lNW; orientation = sides == Direction.NorthEast ? OffsetOrientation.lNE : sides == Direction.SouthEast ? OffsetOrientation.lSE : sides == Direction.SouthWest ? OffsetOrientation.lSW : OffsetOrientation.lNW; rotation = 90; } else if (cardinalInfo.IsT()) { Direction notside = cardinalInfo.GetOnlyNegative(); mesh = notside == Direction.North ? tSWE : notside == Direction.East ? tNSW : notside == Direction.South ? tNEW : tNSE; orientation = notside == Direction.North ? OffsetOrientation.tSWE : notside == Direction.East ? OffsetOrientation.tNSW : notside == Direction.South ? OffsetOrientation.tNEW : OffsetOrientation.tNSE; rotation = 90; } else // Must be X { mesh = x; orientation = OffsetOrientation.x; rotation = 90; } return(new MeshDirectionInfo { mesh = mesh, rotation = rotation }); }
public MeshDirectionInfo GetMeshAndDirection(AdjacencyBitmap adjacents) { var cardinalInfo = adjacents.GetCardinalInfo(); float rotation = 0.0f; Mesh mesh; if (cardinalInfo.IsO()) { mesh = o; } else if (cardinalInfo.IsU()) { mesh = u; rotation = TileHelper.AngleBetween(Direction.North, cardinalInfo.GetOnlyPositive()); if (opaque) { viewObstacles[0].SetActive(false); viewObstacles[1].SetActive(false); viewObstacles[2].SetActive(true); viewObstacles[3].SetActive(false); } } else if (cardinalInfo.IsI()) { mesh = i; rotation = TileHelper.AngleBetween(Orientation.Vertical, cardinalInfo.GetFirstOrientation()); if (opaque) { viewObstacles[0].SetActive(false); viewObstacles[1].SetActive(false); viewObstacles[2].SetActive(true); viewObstacles[3].SetActive(true); } } else if (cardinalInfo.IsL()) { // Determine lSolid or lCorner by finding whether the area between the two connections is filled // We check for if any of the following bitfields matches the connection bitfield // N+NE+E = 0/1/2, E+SE+S = 2/3/4, S+SW+W = 4/5/6, W+NW+N = 6/7/0 bool isFilled = (adjacents.Connections & 0b00000111) == 0b00000111 || (adjacents.Connections & 0b00011100) == 0b00011100 || (adjacents.Connections & 0b01110000) == 0b01110000 || (adjacents.Connections & 0b11000001) == 0b11000001; mesh = isFilled ? lSingle : lNone; rotation = TileHelper.AngleBetween(Direction.NorthEast, cardinalInfo.GetCornerDirection()); if (opaque) { viewObstacles[0].SetActive(false); viewObstacles[1].SetActive(true); viewObstacles[2].SetActive(true); viewObstacles[3].SetActive(false); } } else if (cardinalInfo.IsT()) { // We make another bitfield (noticing a pattern?). 0x0 means no fills, 0x1 means right corner filled, 0x2 means left corner filled, // therefore both corners filled = 0x3. int corners = ((1 - cardinalInfo.north) * 2 | (1 - cardinalInfo.east)) * adjacents.Adjacent(Direction.SouthWest) + ((1 - cardinalInfo.east) * 2 | (1 - cardinalInfo.south)) * adjacents.Adjacent(Direction.NorthWest) + ((1 - cardinalInfo.south) * 2 | (1 - cardinalInfo.west)) * adjacents.Adjacent(Direction.NorthEast) + ((1 - cardinalInfo.west) * 2 | (1 - cardinalInfo.north)) * adjacents.Adjacent(Direction.SouthEast); mesh = corners == 0 ? tNone : corners == 1 ? tSingleLeft : corners == 2 ? tSingleRight : tDouble; rotation = TileHelper.AngleBetween(Direction.South, cardinalInfo.GetOnlyNegative()); if (opaque) { viewObstacles[0].SetActive(true); viewObstacles[1].SetActive(true); viewObstacles[2].SetActive(true); viewObstacles[3].SetActive(corners >= 3); } } else { // This sneaky piece of code uses the cardinal info to store diagonals by rotating everything -45 degrees // NE -> N, SW -> S, etc. var diagonals = new AdjacencyBitmap.CardinalInfo((byte)(adjacents.Connections >> 1)); switch (diagonals.numConnections) { case 0: mesh = xNone; break; case 1: mesh = xSingle; rotation = TileHelper.AngleBetween(Direction.South, diagonals.GetOnlyPositive()); break; case 2: if (diagonals.north == diagonals.south) { mesh = xOpposite; rotation = TileHelper.AngleBetween(Orientation.Horizontal, diagonals.GetFirstOrientation()); } else { mesh = xSide; rotation = TileHelper.AngleBetween(Direction.SouthEast, diagonals.GetCornerDirection()); } break; case 3: mesh = xTriple; rotation = TileHelper.AngleBetween(Direction.North, diagonals.GetOnlyNegative()); break; default: mesh = xQuad; break; } if (opaque) { viewObstacles[0].SetActive(true); viewObstacles[1].SetActive(true); viewObstacles[2].SetActive(true); viewObstacles[3].SetActive(true); } } return(new MeshDirectionInfo { mesh = mesh, rotation = rotation }); }