EndlessTerrain.cs 3.9 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. public class EndlessTerrain : MonoBehaviour
  5. {
  6. public const float maxViewDist = 450;
  7. public Transform viewer;
  8. public Material mapMaterial;
  9. public static Vector2 viewerPosition;
  10. static MapGenerator mapGenerator;
  11. int chunkSize;
  12. int chunksVisibleInViewDst;
  13. Dictionary<Vector2, TerrainChunk> terrainChunkDictionary = new Dictionary<Vector2, TerrainChunk>();
  14. List<TerrainChunk> terrainChunksVisibleLastUpdate = new List<TerrainChunk>();
  15. private void Start()
  16. {
  17. mapGenerator = FindFirstObjectByType<MapGenerator>();
  18. chunkSize = MapGenerator.mapChunkSize - 1;
  19. chunksVisibleInViewDst = Mathf.RoundToInt(maxViewDist / chunkSize);
  20. }
  21. private void Update()
  22. {
  23. viewerPosition = new Vector2(viewer.position.x, viewer.position.z);
  24. UpdateVisibleChunks();
  25. }
  26. void UpdateVisibleChunks()
  27. {
  28. for (int i = 0; i < terrainChunksVisibleLastUpdate.Count; i++)
  29. {
  30. terrainChunksVisibleLastUpdate[i].SetVisible(false);
  31. }
  32. terrainChunksVisibleLastUpdate.Clear();
  33. int currentChunkCoordX = Mathf.RoundToInt(viewerPosition.x / chunkSize);
  34. int currentChunkCoordY = Mathf.RoundToInt(viewerPosition.y / chunkSize);
  35. for (int yOffset = -chunksVisibleInViewDst; yOffset <= chunksVisibleInViewDst; yOffset++)
  36. {
  37. for (int xOffset = -chunksVisibleInViewDst; xOffset <= chunksVisibleInViewDst; xOffset++)
  38. {
  39. Vector2 viewedChunkCoord = new Vector2(currentChunkCoordX + xOffset, currentChunkCoordY + yOffset);
  40. if (terrainChunkDictionary.ContainsKey(viewedChunkCoord))
  41. {
  42. terrainChunkDictionary[viewedChunkCoord].UpdateTerrainChunk();
  43. if (terrainChunkDictionary[viewedChunkCoord].IsVisible())
  44. {
  45. terrainChunksVisibleLastUpdate.Add(terrainChunkDictionary[viewedChunkCoord]);
  46. }
  47. }
  48. else
  49. {
  50. terrainChunkDictionary.Add(viewedChunkCoord, new TerrainChunk(viewedChunkCoord, chunkSize, transform, mapMaterial));
  51. }
  52. }
  53. }
  54. }
  55. public class TerrainChunk
  56. {
  57. GameObject meshObject;
  58. Vector2 position;
  59. Bounds bounds;
  60. MapData mapData;
  61. MeshRenderer meshRenderer;
  62. MeshFilter meshFilter;
  63. public TerrainChunk(Vector2 coord, int size, Transform parent, Material material)
  64. {
  65. position = coord * size;
  66. bounds = new Bounds(position, Vector2.one * size);
  67. Vector3 positionV3 = new Vector3(position.x, 0, position.y);
  68. meshObject = new GameObject("Terrain Chunk");
  69. meshRenderer = meshObject.AddComponent<MeshRenderer>();
  70. meshFilter = meshObject.AddComponent<MeshFilter>();
  71. meshRenderer.material = material;
  72. meshObject.transform.position = positionV3;
  73. meshObject.transform.parent = parent;
  74. SetVisible(false);
  75. mapGenerator.RequestMapData(OnMapDataReceived);
  76. }
  77. void OnMapDataReceived(MapData mapData)
  78. {
  79. mapGenerator.RequestMeshData(mapData, OnMeshDataReceived);
  80. }
  81. void OnMeshDataReceived(MeshData meshData)
  82. {
  83. meshFilter.mesh = meshData.CreateMesh();
  84. }
  85. public void UpdateTerrainChunk()
  86. {
  87. float viewerDstFromNearestEdge = Mathf.Sqrt(bounds.SqrDistance(viewerPosition));
  88. bool visible = viewerDstFromNearestEdge <= maxViewDist;
  89. SetVisible(visible);
  90. }
  91. public void SetVisible(bool visible)
  92. {
  93. meshObject.SetActive(visible);
  94. }
  95. public bool IsVisible()
  96. {
  97. return meshObject.activeSelf;
  98. }
  99. }
  100. }