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C# BlockPos类代码示例

本文整理汇总了C#中BlockPos的典型用法代码示例。如果您正苦于以下问题:C# BlockPos类的具体用法?C# BlockPos怎么用?C# BlockPos使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


BlockPos类属于命名空间,在下文中一共展示了BlockPos类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: TerrainBlock

 public IBlock this[BlockPos pos]
 {
     get {
         var chunk = this[ChunkPos.FromBlockPos(pos)];
         return new TerrainBlock(this, chunk, pos);
     }
 }
开发者ID:copygirl,项目名称:Immersion,代码行数:7,代码来源:Terrain.cs

示例2: CreateChunk

    //Instantiates a chunk at the supplied coordinates using the chunk prefab,
    //then runs terrain generation on it and loads the chunk's save file
    public void CreateChunk(BlockPos pos)
    {
        GameObject newChunkObject = Instantiate(
                        chunkPrefab, pos,
                        Quaternion.Euler(Vector3.zero)
                    ) as GameObject;

        newChunkObject.transform.parent = gameObject.transform;
        newChunkObject.transform.name = "Chunk (" + pos + ")";

        Chunk newChunk = newChunkObject.GetComponent<Chunk>();

        newChunk.pos = pos;
        newChunk.world = this;

        //Add it to the chunks dictionary with the position as the key
        chunks.Add(pos, newChunk);

        if (Config.Toggle.UseMultiThreading) {
            Thread thread = new Thread(() => { GenAndLoadChunk(newChunk); });
            thread.Start();
        }
        else
        {
            GenAndLoadChunk(newChunk);
        }
    }
开发者ID:thegreatpl,项目名称:Voxelmetric,代码行数:29,代码来源:World.cs

示例3: OldBuild

    public void OldBuild(World world, BlockPos chunkPos, BlockPos pos, OldTerrainGen gen)
    {
        int leaves = gen.GetNoise(pos.x, 0, pos.z, 1f, 2, 1) + 1;
        pos = pos.Add(chunkPos);

        for (int x = -leaves; x <= leaves; x++)
        {
            for (int y = 3; y <= 6; y++)
            {
                for (int z = -leaves; z <= leaves; z++)
                {
                    if (Chunk.InRange(pos.x + x - chunkPos.x) && Chunk.InRange(pos.z + z - chunkPos.z))
                    {
                        Block block = "leaves";
                        block.modified = false;
                        world.SetBlock(pos.Add(x, y, z), block, false);
                    }
                }
            }
        }
        for (int y = 0; y <= 5; y++)
        {
            if (y < Config.Env.WorldMaxY)
            {
                Block block = "log";
                block.modified = false;
                world.SetBlock(pos.Add(0, y, 0), block, false);
            }
        }
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:30,代码来源:StructureTree.cs

示例4: PathFinder

    public PathFinder(BlockPos startLocation, BlockPos targetLocation, World world, int entityHeight=2)
    {
        this.startLocation = startLocation;
        this.targetLocation = targetLocation;
        distanceFromStartToTarget = Distance(startLocation, targetLocation);
        this.world = world;
        this.entityHeight = entityHeight;

        open.Add(startLocation, new Heuristics(0, distanceFromStartToTarget, startLocation));

        if (Config.Toggle.UseMultiThreading)
        {
            Thread thread = new Thread(() =>
           {
               while (path.Count == 0)
               {
                   update();
               }
           });
            thread.Start();
        }
        else
        {
            while (path.Count == 0)
            {
                update();
            }
        }
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:29,代码来源:PathFinder.cs

示例5: FindChunksAndLoad

    bool FindChunksAndLoad()
    {
        //Cycle through the array of positions
        for (int i = 0; i < Data.chunkLoadOrder.Length; i++)
        {
            //Get the position of this gameobject to generate around
            BlockPos playerPos = ((BlockPos)transform.position).ContainingChunkCoordinates();

            //translate the player position and array position into chunk position
            BlockPos newChunkPos = new BlockPos(
                Data.chunkLoadOrder[i].x * Config.Env.ChunkSize + playerPos.x,
                0,
                Data.chunkLoadOrder[i].z * Config.Env.ChunkSize + playerPos.z
                );

            //Get the chunk in the defined position
            Chunk newChunk = world.GetChunk(newChunkPos);

            //If the chunk already exists and it's already
            //rendered or in queue to be rendered continue
            if (newChunk != null && newChunk.GetFlag(Chunk.Flag.loaded))
                continue;

            LoadChunkColumn(newChunkPos);
            return true;
        }

        return false;
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:29,代码来源:LoadChunks.cs

示例6: LightAreaInner

    static void LightAreaInner(World world, BlockPos pos)
    {
        List<BlockPos> chunksToUpdate = new List<BlockPos>();

        for (int x = pos.x - lightEffectRadius; x < pos.x + lightEffectRadius; x++)
        {
            for (int z = pos.z - lightEffectRadius; z < pos.z + lightEffectRadius; z++)
            {
                ResetLightColumn(world, x, z, chunksToUpdate);
            }
        }

        for (int x = pos.x - lightEffectRadius - 1; x < pos.x + lightEffectRadius + 1; x++)
        {
            for (int z = pos.z - lightEffectRadius - 1; z < pos.z + lightEffectRadius + 1; z++)
            {
                for (int y = Config.Env.WorldMaxY - 1; y >= Config.Env.WorldMinY; y--)
                {
                    FloodLight(world, x, y, z, chunksToUpdate);
                }
            }
        }

        world.GetChunk(pos).UpdateChunk();
        world.UpdateAdjacentChunks(pos);

        foreach (var chunkPos in chunksToUpdate)
        {
            world.GetChunk(chunkPos).UpdateChunk();
        }
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:31,代码来源:BlockLight.cs

示例7: BuildRenderer

 public static void BuildRenderer(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction, Vector3 ModelSize, Vector3 ConnMeshSizeX, Vector3 ConnMeshSizeY, Vector3 ConnMeshSizeZ, Direction[] Dir)
 {
     MakeStickFace(chunk, pos, meshData, direction, false, ModelSize);
     Debug.Log(Dir.Length);
     if (Dir.Length > 0)
         MakeFenceFace(chunk, pos, meshData, direction, false, ModelSize, ConnMeshSizeX, ConnMeshSizeY, ConnMeshSizeZ, Dir);
 }
开发者ID:FaizanDurrani,项目名称:Voxelmetric-ConnectedMeshes,代码行数:7,代码来源:ConnectedBuilder.cs

示例8: BlockRegion

 public BlockRegion(BlockPos start, BlockPos end)
 {
     this.start = start;
     this.end = end;
     if ((width < 0) || (height < 0) || (depth < 0))
         throw new ArgumentException(string.Format(
             "End position must be larger or equal to start" +
             "position for all dimensions ({0} : {1})", start, end));
 }
开发者ID:copygirl,项目名称:Immersion,代码行数:9,代码来源:BlockRegion.cs

示例9: GetBlock

    public static Block GetBlock(BlockPos pos, World world = null)
    {
        if (!world)
            world = World.instance;

        Block block = world.GetBlock(pos);

        return block;
    }
开发者ID:holmstrom,项目名称:Voxelmetric,代码行数:9,代码来源:Voxelmetric.cs

示例10: BuildFace

 public override void BuildFace(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction, Block block)
 {
     BlockBuilder.BuildRenderer(chunk, pos, meshData, direction);
     BlockBuilder.BuildTexture(chunk, pos, meshData, direction, textures);
     BlockBuilder.BuildColors(chunk, pos, meshData, direction);
     if (Config.Toggle.UseCollisionMesh)
     {
         BlockBuilder.BuildCollider(chunk, pos, meshData, direction);
     }
 }
开发者ID:renokun,项目名称:Voxelmetric,代码行数:10,代码来源:BlockCube.cs

示例11: OnCreate

    // On create set the height to 10 and schedule and update in 1 second
    public override Block OnCreate(Chunk chunk, BlockPos pos, Block block)
    {
        block.data2 = (byte)(64 + ((chunk.world.noiseGen.Generate(pos.x * 1000, pos.y * 1000, pos.z * 1000) + 1) * 96));
        int offset1 = (int)((chunk.world.noiseGen.Generate(pos.x* 1000, pos.y* 1000, pos.z * 1000) + 1) * 16);
        block.data3 = (byte)((block.data3 & 240) | (offset1 & 15));
        int offset2 = (int)((chunk.world.noiseGen.Generate(pos.x*1000, pos.y * 10000, pos.z * 1000) + 1) * 16);
        block.data3 = (byte)((offset2 << 4) | (block.data3 & 15));

        return block;
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:11,代码来源:wildgrassOverride.cs

示例12: CrossMeshRenderer

    public static void CrossMeshRenderer(Chunk chunk, BlockPos pos, MeshData meshData, TextureCollection texture, Block block)
    {
        float halfBlock = (Config.Env.BlockSize / 2) + Config.Env.BlockFacePadding;
        float colliderOffest = 0.05f * Config.Env.BlockSize;
        float blockHeight = halfBlock * 2 * (block.data2 / 255f);

        float offsetX = (halfBlock * 2 * ((byte)(block.data3 & 0x0F) / 32f)) - (halfBlock/2);
        float offsetZ = (halfBlock * 2 * ((byte)((block.data3 & 0xF0) >> 4) / 32f)) - (halfBlock/2);

        //Converting the position to a vector adjusts it based on block size and gives us real world coordinates for x, y and z
        Vector3 vPos = pos;
        Vector3 vPosCollider = pos;
        vPos += new Vector3(offsetX, 0, offsetZ);

        float blockLight = ( (block.data1/255f) * Config.Env.BlockLightStrength) + (0.8f*Config.Env.AOStrength);

        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z - halfBlock));
        meshData.AddQuadTriangles();
        BlockBuilder.BuildTexture(chunk, vPos, meshData, Direction.north, texture);
        meshData.AddColors(blockLight, blockLight, blockLight, blockLight, blockLight);

        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z + halfBlock));
        meshData.AddQuadTriangles();
        BlockBuilder.BuildTexture(chunk, vPos, meshData, Direction.north, texture);
        meshData.AddColors(blockLight, blockLight, blockLight, blockLight, blockLight);

        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z - halfBlock));
        meshData.AddQuadTriangles();
        BlockBuilder.BuildTexture(chunk, vPos, meshData, Direction.north, texture);
        meshData.AddColors(blockLight, blockLight, blockLight, blockLight, blockLight);

        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z + halfBlock));
        meshData.AddQuadTriangles();
        BlockBuilder.BuildTexture(chunk, vPos, meshData, Direction.north, texture);
        meshData.AddColors(blockLight, blockLight, blockLight, blockLight, blockLight);

        meshData.AddVertex(new Vector3(vPosCollider.x - halfBlock, vPosCollider.y - halfBlock + colliderOffest, vPosCollider.z + halfBlock), collisionMesh: true);
        meshData.AddVertex(new Vector3(vPosCollider.x + halfBlock, vPosCollider.y - halfBlock + colliderOffest, vPosCollider.z + halfBlock), collisionMesh: true);
        meshData.AddVertex(new Vector3(vPosCollider.x + halfBlock, vPosCollider.y - halfBlock + colliderOffest, vPosCollider.z - halfBlock), collisionMesh: true);
        meshData.AddVertex(new Vector3(vPosCollider.x - halfBlock, vPosCollider.y - halfBlock + colliderOffest, vPosCollider.z - halfBlock), collisionMesh: true);
        meshData.AddQuadTriangles(collisionMesh:true);
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:54,代码来源:MeshBuilder.cs

示例13: InRange

    /// <summary>
    /// Returns true if the block local block position is contained in the chunk boundaries
    /// </summary>
    /// <param name="localPos">A local block position</param>
    /// <returns>true or false depending on if the position is in range</returns>
    public static bool InRange(BlockPos localPos)
    {
        if (!InRange(localPos.x))
            return false;
        if (!InRange(localPos.y))
            return false;
        if (!InRange(localPos.z))
            return false;

        return true;
    }
开发者ID:mollari,项目名称:Voxelmetric,代码行数:16,代码来源:Chunk.cs

示例14: SetBlock

 public static void SetBlock(Chunk chunk, Block block, BlockPos pos, bool replaceBlocks = false)
 {
     if (Chunk.InRange(pos))
     {
         if (replaceBlocks || chunk.GetBlock(pos).type == Block.Air.type)
         {
             block.modified = false;
             chunk.SetBlock(pos, block, false);
         }
     }
 }
开发者ID:renokun,项目名称:Voxelmetric,代码行数:11,代码来源:TerrainGen.cs

示例15: IsWalkable

    public static bool IsWalkable(World world, BlockPos pos)
    {
        if(!world.GetBlock(pos).controller.IsSolid(Direction.up))
            return false;

        for(int y = 1; y< characterHeight+1; y++){
            if (world.GetBlock(pos.Add(0,y,0)).GetType() != typeof(BlockAir))
                return false;
        }

        return true;
    }
开发者ID:holmstrom,项目名称:Voxelmetric,代码行数:12,代码来源:PathFinder.cs


注:本文中的BlockPos类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。