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Block.cs
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Block.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Block : MonoBehaviour {
protected bool rendered = false;
protected List<Vector3> verts;
protected List<int> tris;
protected int numverts;
protected MeshFilter mesh;
protected MeshRenderer rend;
protected MeshCollider collid;
protected Material material;
protected float updateTime = .5f;
protected float currentTime;
public int type;
protected List<int> renderThreshold;
protected GameObject player;
public int[,,] chunk;
public int x;
public int z;
public virtual void CreateBlock(int[,,] chunk, int posX, int posY, int posZ)
{
this.chunk = chunk;
if (renderThreshold.Contains(chunk[posX - 1, posY, posZ]))
{
Vector3[] vertices = new Vector3[4];
vertices[0] = new Vector3(-0.5f + posX, -0.5f + posY, -0.5f + posZ);
vertices[1] = new Vector3(-0.5f + posX, -0.5f + posY, 0.5f + posZ);
vertices[2] = new Vector3(-0.5f + posX, 0.5f + posY, -0.5f + posZ);
vertices[3] = new Vector3(-0.5f + posX, 0.5f + posY, 0.5f + posZ);
verts.AddRange(vertices);
numverts += 4;
tris.AddRange(new int[6] { numverts - 2, numverts - 4, numverts - 3, numverts - 2, numverts - 3, numverts - 1 });
}
if (renderThreshold.Contains(chunk[posX + 1, posY, posZ]))
{
Vector3[] vertices = new Vector3[4];
vertices[0] = new Vector3(0.5f + posX, -0.5f + posY, -0.5f + posZ);
vertices[1] = new Vector3(0.5f + posX, -0.5f + posY, 0.5f + posZ);
vertices[2] = new Vector3(0.5f + posX, 0.5f + posY, -0.5f + posZ);
vertices[3] = new Vector3(0.5f + posX, 0.5f + posY, 0.5f + posZ);
verts.AddRange(vertices);
numverts += 4;
tris.AddRange(new int[6] { numverts - 2, numverts - 3, numverts - 4, numverts - 2, numverts - 1, numverts - 3 });
}
if (posY > 0 && renderThreshold.Contains(chunk[posX, posY - 1, posZ]))
{
Vector3[] vertices = new Vector3[4];
vertices[0] = new Vector3(0.5f + posX, -0.5f + posY, -0.5f + posZ);
vertices[1] = new Vector3(0.5f + posX, -0.5f + posY, 0.5f + posZ);
vertices[2] = new Vector3(-0.5f + posX, -0.5f + posY, -0.5f + posZ);
vertices[3] = new Vector3(-0.5f + posX, -0.5f + posY, 0.5f + posZ);
verts.AddRange(vertices);
numverts += 4;
tris.AddRange(new int[6] { numverts - 2, numverts - 4, numverts - 3, numverts - 2, numverts - 3, numverts - 1 });
}
if (posY < 254 && renderThreshold.Contains(chunk[posX, posY + 1, posZ]))
{
Vector3[] vertices = new Vector3[4];
vertices = new Vector3[4];
vertices[0] = new Vector3(0.5f + posX, 0.5f + posY, -0.5f + posZ);
vertices[1] = new Vector3(0.5f + posX, 0.5f + posY, 0.5f + posZ);
vertices[2] = new Vector3(-0.5f + posX, 0.5f + posY, -0.5f + posZ);
vertices[3] = new Vector3(-0.5f + posX, 0.5f + posY, 0.5f + posZ);
verts.AddRange(vertices);
numverts += 4;
tris.AddRange(new int[6] { numverts - 2, numverts - 3, numverts - 4, numverts - 2, numverts - 1, numverts - 3 });
}
if (renderThreshold.Contains(chunk[posX, posY, posZ - 1]))
{
Vector3[] vertices = new Vector3[4];
vertices = new Vector3[4];
vertices[0] = new Vector3(0.5f + posX, -0.5f + posY, -0.5f + posZ);
vertices[1] = new Vector3(-0.5f + posX, -0.5f + posY, -0.5f + posZ);
vertices[2] = new Vector3(0.5f + posX, 0.5f + posY, -0.5f + posZ);
vertices[3] = new Vector3(-0.5f + posX, 0.5f + posY, -0.5f + posZ);
verts.AddRange(vertices);
numverts += 4;
tris.AddRange(new int[6] { numverts - 2, numverts - 4, numverts - 3, numverts - 2, numverts - 3, numverts - 1 });
}
if (renderThreshold.Contains(chunk[posX, posY, posZ + 1]))
{
Vector3[] vertices = new Vector3[4];
vertices = new Vector3[4];
vertices[0] = new Vector3(0.5f + posX, -0.5f + posY, 0.5f + posZ);
vertices[1] = new Vector3(-0.5f + posX, -0.5f + posY, 0.5f + posZ);
vertices[2] = new Vector3(0.5f + posX, 0.5f + posY, 0.5f + posZ);
vertices[3] = new Vector3(-0.5f + posX, 0.5f + posY, 0.5f + posZ);
verts.AddRange(vertices);
numverts += 4;
tris.AddRange(new int[6] { numverts - 2, numverts - 3, numverts - 4, numverts - 2, numverts - 1, numverts - 3 });
}
if (posY == 254)
{
Vector3[] vertices = new Vector3[4];
vertices = new Vector3[4];
vertices[0] = new Vector3(0.5f + posX, 0.5f + posY, -0.5f + posZ);
vertices[1] = new Vector3(0.5f + posX, 0.5f + posY, 0.5f + posZ);
vertices[2] = new Vector3(-0.5f + posX, 0.5f + posY, -0.5f + posZ);
vertices[3] = new Vector3(-0.5f + posX, 0.5f + posY, 0.5f + posZ);
verts.AddRange(vertices);
numverts += 4;
tris.AddRange(new int[6] { numverts - 2, numverts - 4, numverts - 3, numverts - 2, numverts - 3, numverts - 1 });
}
}
public virtual void renderBlock()
{
mesh.mesh = new Mesh();
mesh.mesh.vertices = verts.ToArray();
mesh.mesh.triangles = tris.ToArray();
gameObject.gameObject.SetActive(true);
rend.sharedMaterial = material;
mesh.mesh.RecalculateNormals();
collid.sharedMesh = mesh.sharedMesh;
currentTime = Time.time;
rendered = true;
}
public virtual void Initialize(int x, int z)
{
this.x = x;
this.z = z;
}
public void resetValues()
{
verts.Clear();
tris.Clear();
numverts = 0;
}
}