chore: clean up and reorganize files
This commit is contained in:
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#region Using statements
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using Unheimlich.Core;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#endregion
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namespace Unheimlich.VFX.StylisedWater
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{
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[ExecuteInEditMode]
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[RequireComponent(typeof(MeshFilter))]
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public class WaterVolumeBase : MonoBehaviour
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{
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#region Constants
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public const int MAX_TILES_X = 100;
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public const int MAX_TILES_Y = 50;
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public const int MAX_TILES_Z = 100;
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#endregion
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#region Flag lists
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[System.Flags]
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public enum TileFace : int
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{
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NegX = 1,
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PosX = 2,
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NegZ = 4,
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PosZ = 8
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}
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#endregion
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#region Private fields
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protected bool isDirty = true;
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private UnityEngine.Mesh mesh = null;
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private MeshFilter meshFilter = null;
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private bool[,,] tiles = null;
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#endregion
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#region Public fields
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[FlagEnum]
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public TileFace IncludeFaces = TileFace.NegX | TileFace.NegZ | TileFace.PosX | TileFace.PosZ;
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[FlagEnum]
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public TileFace IncludeFoam = TileFace.NegX | TileFace.NegZ | TileFace.PosX | TileFace.PosZ;
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[Range(0.1f, 100f)]
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public float TileSize = 1f;
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public bool ShowDebug = true;
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public bool RealtimeUpdates = false;
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#endregion
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#region Private methods
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private void ensureReferences()
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{
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// ensure a mesh filter
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if (meshFilter == null)
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{
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mesh = null;
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meshFilter = gameObject.GetComponent<MeshFilter>();
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if (meshFilter == null)
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{
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meshFilter = gameObject.AddComponent<MeshFilter>();
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}
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}
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// ensure a mesh
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if (mesh == null)
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{
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mesh = meshFilter.sharedMesh;
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if (mesh == null || mesh.name != "WaterVolume-" + gameObject.GetInstanceID())
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{
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mesh = new UnityEngine.Mesh();
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mesh.name = "WaterVolume-" + gameObject.GetInstanceID();
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}
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}
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// apply the mesh to the filter
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meshFilter.sharedMesh = mesh;
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}
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#endregion
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#region Public methods
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public float? GetHeight(Vector3 _position)
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{
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// convert the position to a tile
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var x = Mathf.FloorToInt((_position.x - transform.position.x + 0.5f) / TileSize);
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var z = Mathf.FloorToInt((_position.z - transform.position.z + 0.5f) / TileSize);
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// check if out of bounds
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if (x < 0 || x >= MAX_TILES_X || z < 0 || z >= MAX_TILES_Z)
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{
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return null;
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}
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// find the highest active water block in the column
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// TODO : could be reworked to cater for gaps
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for (var y = MAX_TILES_Y - 1; y >= 0; y--)
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{
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if (tiles[x, y, z])
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{
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return transform.position.y + y * TileSize;
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}
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}
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// no water in the column
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return null;
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}
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public void Rebuild()
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{
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// Debug.Log("rebuilding water volume \"" + gameObject.name + "\"");
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// ensure references to components before trying to use them
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ensureReferences();
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// delete any existing mesh
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mesh.Clear();
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// allow any child class to generate the tiles to build from
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tiles = new bool[MAX_TILES_X, MAX_TILES_Y, MAX_TILES_Z];
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GenerateTiles(ref tiles);
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// prepare buffers for the mesh data
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var vertices = new List<Vector3>();
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var normals = new List<Vector3>();
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var uvs = new List<Vector2>();
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var colors = new List<Color>();
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var indices = new List<int>();
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// iterate the tiles
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for (var x = 0; x < MAX_TILES_X; x++)
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{
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for (var y = 0; y < MAX_TILES_Y; y++)
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{
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for (var z = 0; z < MAX_TILES_Z; z++)
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{
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// check there is water here
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if (!tiles[x, y, z])
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{
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continue;
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}
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// calculate tile position
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var x0 = x * TileSize - 0.5f;
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var x1 = x0 + TileSize;
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var y0 = y * TileSize - 0.5f;
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var y1 = y0 + TileSize;
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var z0 = z * TileSize - 0.5f;
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var z1 = z0 + TileSize;
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var ux0 = x0 + transform.position.x;
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var ux1 = x1 + transform.position.x;
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var uy0 = y0 + transform.position.y;
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var uy1 = y1 + transform.position.y;
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var uz0 = z0 + transform.position.z;
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var uz1 = z1 + transform.position.z;
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// check for edges
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var negX = x == 0 || !tiles[x - 1, y, z];
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var posX = x == MAX_TILES_X - 1 || !tiles[x + 1, y, z];
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var negY = y == 0 || !tiles[x, y - 1, z];
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var posY = y == MAX_TILES_Y - 1 || !tiles[x, y + 1, z];
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var negZ = z == 0 || !tiles[x, y, z - 1];
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var posZ = z == MAX_TILES_Z - 1 || !tiles[x, y, z + 1];
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var negXnegZ = !negX && !negZ && x > 0 && z > 0 && !tiles[x - 1, y, z - 1];
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var negXposZ = !negX && !posZ && x > 0 && z < MAX_TILES_Z && !tiles[x - 1, y, z + 1];
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var posXposZ = !posX && !posZ && x < MAX_TILES_X && z < MAX_TILES_Z && !tiles[x + 1, y, z + 1];
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var posXnegZ = !posX && !negZ && x < MAX_TILES_X && z > 0 && !tiles[x + 1, y, z - 1];
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var faceNegX = negX && (IncludeFaces & TileFace.NegX) == TileFace.NegX;
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var facePosX = posX && (IncludeFaces & TileFace.PosX) == TileFace.PosX;
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var faceNegZ = negZ && (IncludeFaces & TileFace.NegZ) == TileFace.NegZ;
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var facePosZ = posZ && (IncludeFaces & TileFace.PosZ) == TileFace.PosZ;
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var foamNegX = negX && (IncludeFoam & TileFace.NegX) == TileFace.NegX;
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var foamPosX = posX && (IncludeFoam & TileFace.PosX) == TileFace.PosX;
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var foamNegZ = negZ && (IncludeFoam & TileFace.NegZ) == TileFace.NegZ;
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var foamPosZ = posZ && (IncludeFoam & TileFace.PosZ) == TileFace.PosZ;
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var foamNegXnegZ = negXnegZ && ((IncludeFoam & TileFace.NegX) == TileFace.NegX || (IncludeFoam & TileFace.NegZ) == TileFace.NegZ);
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var foamNegXposZ = negXposZ && ((IncludeFoam & TileFace.PosX) == TileFace.PosX || (IncludeFoam & TileFace.PosZ) == TileFace.PosZ);
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var foamPosXposZ = posXposZ && ((IncludeFoam & TileFace.NegZ) == TileFace.NegZ || (IncludeFoam & TileFace.PosZ) == TileFace.PosZ);
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var foamPosXnegZ = posXnegZ && ((IncludeFoam & TileFace.PosZ) == TileFace.PosZ || (IncludeFoam & TileFace.NegZ) == TileFace.NegZ);
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// create the top face
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if (y == MAX_TILES_Y - 1 || !tiles[x, y + 1, z])
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{
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vertices.Add(new Vector3(x0, y1, z0));
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vertices.Add(new Vector3(x0, y1, z1));
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vertices.Add(new Vector3(x1, y1, z1));
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vertices.Add(new Vector3(x1, y1, z0));
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normals.Add(new Vector3(0, 1, 0));
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normals.Add(new Vector3(0, 1, 0));
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normals.Add(new Vector3(0, 1, 0));
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normals.Add(new Vector3(0, 1, 0));
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uvs.Add(new Vector2(ux0, uz0));
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uvs.Add(new Vector2(ux0, uz1));
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uvs.Add(new Vector2(ux1, uz1));
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uvs.Add(new Vector2(ux1, uz0));
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colors.Add(foamNegX || foamNegZ || foamNegXnegZ ? Color.red : Color.black);
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colors.Add(foamNegX || foamPosZ || foamNegXposZ ? Color.red : Color.black);
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colors.Add(foamPosX || foamPosZ || foamPosXposZ ? Color.red : Color.black);
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colors.Add(foamPosX || foamNegZ || foamPosXnegZ ? Color.red : Color.black);
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var v = vertices.Count - 4;
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if (foamNegX && foamPosZ || foamPosX && foamNegZ)
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{
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indices.Add(v + 1);
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indices.Add(v + 2);
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indices.Add(v + 3);
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indices.Add(v + 3);
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indices.Add(v);
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indices.Add(v + 1);
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}
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else
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{
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indices.Add(v);
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indices.Add(v + 1);
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indices.Add(v + 2);
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indices.Add(v + 2);
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indices.Add(v + 3);
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indices.Add(v);
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}
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}
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// create the side faces
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if (faceNegX)
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{
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vertices.Add(new Vector3(x0, y0, z1));
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vertices.Add(new Vector3(x0, y1, z1));
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vertices.Add(new Vector3(x0, y1, z0));
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vertices.Add(new Vector3(x0, y0, z0));
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normals.Add(new Vector3(-1, 0, 0));
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normals.Add(new Vector3(-1, 0, 0));
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normals.Add(new Vector3(-1, 0, 0));
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normals.Add(new Vector3(-1, 0, 0));
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uvs.Add(new Vector2(uz1, uy0));
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uvs.Add(new Vector2(uz1, uy1));
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uvs.Add(new Vector2(uz0, uy1));
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uvs.Add(new Vector2(uz0, uy0));
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colors.Add(Color.black);
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colors.Add(posY ? Color.red : Color.black);
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colors.Add(posY ? Color.red : Color.black);
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colors.Add(Color.black);
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var v = vertices.Count - 4;
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indices.Add(v);
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indices.Add(v + 1);
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indices.Add(v + 2);
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indices.Add(v + 2);
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indices.Add(v + 3);
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indices.Add(v);
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}
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if (facePosX)
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{
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vertices.Add(new Vector3(x1, y0, z0));
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vertices.Add(new Vector3(x1, y1, z0));
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vertices.Add(new Vector3(x1, y1, z1));
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vertices.Add(new Vector3(x1, y0, z1));
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normals.Add(new Vector3(1, 0, 0));
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normals.Add(new Vector3(1, 0, 0));
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normals.Add(new Vector3(1, 0, 0));
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normals.Add(new Vector3(1, 0, 0));
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uvs.Add(new Vector2(uz0, uy0));
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uvs.Add(new Vector2(uz0, uy1));
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uvs.Add(new Vector2(uz1, uy1));
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uvs.Add(new Vector2(uz1, uy0));
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colors.Add(Color.black);
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colors.Add(posY ? Color.red : Color.black);
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colors.Add(posY ? Color.red : Color.black);
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colors.Add(Color.black);
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var v = vertices.Count - 4;
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indices.Add(v);
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indices.Add(v + 1);
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indices.Add(v + 2);
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indices.Add(v + 2);
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indices.Add(v + 3);
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indices.Add(v);
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}
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if (faceNegZ)
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{
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vertices.Add(new Vector3(x0, y0, z0));
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vertices.Add(new Vector3(x0, y1, z0));
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vertices.Add(new Vector3(x1, y1, z0));
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vertices.Add(new Vector3(x1, y0, z0));
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normals.Add(new Vector3(0, 0, -1));
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normals.Add(new Vector3(0, 0, -1));
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normals.Add(new Vector3(0, 0, -1));
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normals.Add(new Vector3(0, 0, -1));
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uvs.Add(new Vector2(ux0, uy0));
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uvs.Add(new Vector2(ux0, uy1));
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uvs.Add(new Vector2(ux1, uy1));
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uvs.Add(new Vector2(ux1, uy0));
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colors.Add(Color.black);
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colors.Add(posY ? Color.red : Color.black);
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colors.Add(posY ? Color.red : Color.black);
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colors.Add(Color.black);
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var v = vertices.Count - 4;
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indices.Add(v);
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indices.Add(v + 1);
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indices.Add(v + 2);
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indices.Add(v + 2);
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indices.Add(v + 3);
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indices.Add(v);
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}
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if (facePosZ)
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{
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vertices.Add(new Vector3(x1, y0, z1));
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vertices.Add(new Vector3(x1, y1, z1));
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vertices.Add(new Vector3(x0, y1, z1));
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vertices.Add(new Vector3(x0, y0, z1));
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normals.Add(new Vector3(0, 0, 1));
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normals.Add(new Vector3(0, 0, 1));
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normals.Add(new Vector3(0, 0, 1));
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normals.Add(new Vector3(0, 0, 1));
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uvs.Add(new Vector2(ux1, uy0));
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uvs.Add(new Vector2(ux1, uy1));
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uvs.Add(new Vector2(ux0, uy1));
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uvs.Add(new Vector2(ux0, uy0));
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colors.Add(Color.black);
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colors.Add(posY ? Color.red : Color.black);
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colors.Add(posY ? Color.red : Color.black);
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colors.Add(Color.black);
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var v = vertices.Count - 4;
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indices.Add(v);
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indices.Add(v + 1);
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indices.Add(v + 2);
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indices.Add(v + 2);
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indices.Add(v + 3);
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indices.Add(v);
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}
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}
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}
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}
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// apply the buffers
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mesh.SetVertices(vertices);
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mesh.SetNormals(normals);
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mesh.SetUVs(0, uvs);
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mesh.SetColors(colors);
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mesh.SetTriangles(indices, 0);
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// update
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mesh.RecalculateBounds();
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//mesh.RecalculateNormals();
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mesh.RecalculateTangents();
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meshFilter.sharedMesh = mesh;
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// flag as clean
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isDirty = false;
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}
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#endregion
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#region Virtual methods
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protected virtual void GenerateTiles(ref bool[,,] _tiles) { }
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public virtual void Validate() { }
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#endregion
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#region MonoBehaviour events
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void OnValidate()
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{
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// keep tile size in a sensible range
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TileSize = Mathf.Clamp(TileSize, 0.1f, 100f);
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// allow any child class to perform validation
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Validate();
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// flag as needing rebuilding
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isDirty = true;
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}
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void Update()
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{
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// rebuild if needed
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if (isDirty || (!Application.isPlaying && RealtimeUpdates))
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{
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Rebuild();
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}
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}
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#endregion
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}
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}
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Reference in New Issue
Block a user