示例#1
0
        /// <summary>
        /// 为每个面重新设置坐标uv偏移
        /// </summary>
        /// <param name="Pos"></param>
        /// <param name="materialNumber"></param>
        /// <returns></returns>
        IEnumerator ReSetMaterialIEnumerator(int Pos, int materialNumber, string textureNumber)
        {
            byte  byteForMaterial = (byte)materialNumber;
            Block block           = BlockList.GetBlock(byteForMaterial, textureNumber);
            Block block2          = BlockList2.GetBlock(byteForMaterial);

            uv[Pos * 4]      = new Vector2(block.textureLeftX * textureOffset, block.textureLeftY * textureOffset) + new Vector2(shrinkSize, shrinkSize);
            uv[Pos * 4 + 1]  = new Vector2(block.textureLeftX * textureOffset + textureOffset, block.textureLeftY * textureOffset) + new Vector2(-shrinkSize, shrinkSize);
            uv[Pos * 4 + 2]  = new Vector2(block.textureLeftX * textureOffset + textureOffset, block.textureLeftY * textureOffset + textureOffset) + new Vector2(-shrinkSize, -shrinkSize);
            uv[Pos * 4 + 3]  = new Vector2(block.textureLeftX * textureOffset, block.textureLeftY * textureOffset + textureOffset) + new Vector2(shrinkSize, -shrinkSize);
            uv2[Pos * 4]     = new Vector2(block2.textureLeftX * textureOffset, block2.textureLeftY * textureOffset) + new Vector2(shrinkSize, shrinkSize);
            uv2[Pos * 4 + 1] = new Vector2(block2.textureLeftX * textureOffset + textureOffset, block2.textureLeftY * textureOffset) + new Vector2(-shrinkSize, shrinkSize);
            uv2[Pos * 4 + 2] = new Vector2(block2.textureLeftX * textureOffset + textureOffset, block2.textureLeftY * textureOffset + textureOffset) + new Vector2(-shrinkSize, -shrinkSize);
            uv2[Pos * 4 + 3] = new Vector2(block2.textureLeftX * textureOffset, block2.textureLeftY * textureOffset + textureOffset) + new Vector2(shrinkSize, -shrinkSize);
            yield return(null);

            isWorking = false;
        }
示例#2
0
        /// <summary>
        /// 生成Chunk所需要的所有面
        /// </summary>
        /// <returns></returns>
        IEnumerator CreateMesh()
        {
            vertices.Clear();
            triangles.Clear();
            //把所有面的点和面的索引添加进去
            for (int z = 0; z < width; z++)
            {
                for (int y = 0; y < height; y++)
                {
                    for (int x = 0; x < width; x++)
                    {
                        ///所有面的第几个面(从下往上从左往右根据行排序)
                        int    meshNumberForLine = (Mathf.FloorToInt(number / Map.instance.chunkLineNumber) * Map.instance.ChunkWidth + z) * Map.instance.MapLength + number % Map.instance.chunkLineNumber * Map.instance.ChunkWidth + x;
                        byte   tempByte          = (byte)Map.instance.textureMap[meshNumberForLine];
                        char[] tempChar          = new char[8];

                        if (meshNumberForLine + Map.instance.MapLength - 1 < Map.instance.textureMap.Length && Map.instance.textureMap[meshNumberForLine + Map.instance.ChunkWidth * Map.instance.chunkLineNumber - 1] == tempByte)
                        {
                            tempChar[7] = '1';
                        }
                        else
                        {
                            tempChar[7] = '0';
                        }
                        if (meshNumberForLine + Map.instance.MapLength < Map.instance.textureMap.Length && Map.instance.textureMap[meshNumberForLine + Map.instance.MapLength] == tempByte)
                        {
                            tempChar[6] = '1';
                        }
                        else
                        {
                            tempChar[6] = '0';
                        }
                        if (meshNumberForLine + Map.instance.MapLength + 1 < Map.instance.textureMap.Length && Map.instance.textureMap[meshNumberForLine + Map.instance.MapLength + 1] == tempByte)
                        {
                            tempChar[5] = '1';
                        }
                        else
                        {
                            tempChar[5] = '0';
                        }
                        if (meshNumberForLine - 1 >= 0 && Map.instance.textureMap[meshNumberForLine - 1] == tempByte)
                        {
                            tempChar[4] = '1';
                        }
                        else
                        {
                            tempChar[4] = '0';
                        }
                        if (meshNumberForLine + 1 < Map.instance.textureMap.Length && Map.instance.textureMap[meshNumberForLine + 1] == tempByte)
                        {
                            tempChar[3] = '1';
                        }
                        else
                        {
                            tempChar[3] = '0';
                        }
                        if (meshNumberForLine - Map.instance.MapLength - 1 >= 0 && Map.instance.textureMap[meshNumberForLine - Map.instance.MapLength - 1] == tempByte)
                        {
                            tempChar[2] = '1';
                        }
                        else
                        {
                            tempChar[2] = '0';
                        }
                        if (meshNumberForLine - Map.instance.MapLength >= 0 && Map.instance.textureMap[meshNumberForLine - Map.instance.MapLength] == tempByte)
                        {
                            tempChar[1] = '1';
                        }
                        else
                        {
                            tempChar[1] = '0';
                        }
                        if (meshNumberForLine - Map.instance.MapLength + 1 >= 0 && Map.instance.textureMap[meshNumberForLine - Map.instance.MapLength + 1] == tempByte)
                        {
                            tempChar[0] = '1';
                        }
                        else
                        {
                            tempChar[0] = '0';
                        }
                        //获取当前坐标的Block对象
                        Block block  = BlockList.GetBlock(tempByte, new string(tempChar));
                        Block block2 = BlockList2.GetBlock(tempByte);
                        if (block == null)
                        {
                            continue;
                        }
                        AddTopFace(x, y, z, block, block2);
                    }
                }
            }

            //为点和index赋值
            mesh.vertices  = vertices.ToArray();
            mesh.triangles = triangles.ToArray();
            mesh.uv4       = uv.ToArray();
            mesh.uv        = uv2.ToArray();

            //重新计算顶点和法线
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();

            //将生成好的面赋值给组件
            GetComponent <MeshFilter>().mesh         = mesh;
            GetComponent <MeshCollider>().sharedMesh = mesh;

            yield return(null);

            isWorking = false;
        }