本文整理汇总了C#中Chunk.BlockIndex方法的典型用法代码示例。如果您正苦于以下问题:C# Chunk.BlockIndex方法的具体用法?C# Chunk.BlockIndex怎么用?C# Chunk.BlockIndex使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Chunk
的用法示例。
在下文中一共展示了Chunk.BlockIndex方法的2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: SpecialSetBlockAt
void SpecialSetBlockAt(Chunk chunk, int X, int Y, int Z, BlockInternal bi)
{
if (X < 0 || Y < 0 || Z < 0 || X >= Chunk.CHUNK_SIZE || Y >= Chunk.CHUNK_SIZE || Z >= Chunk.CHUNK_SIZE)
{
Vector3i chloc = chunk.OwningRegion.ChunkLocFor(new Location(X, Y, Z));
Chunk ch = chunk.OwningRegion.LoadChunkNoPopulate(chunk.WorldPosition + chloc);
int x = (int)(X - chloc.X * Chunk.CHUNK_SIZE);
int y = (int)(Y - chloc.Y * Chunk.CHUNK_SIZE);
int z = (int)(Z - chloc.Z * Chunk.CHUNK_SIZE);
BlockInternal orig = ch.GetBlockAt(x, y, z);
BlockFlags flags = ((BlockFlags)orig.BlockLocalData);
if (!flags.HasFlag(BlockFlags.EDITED) && !flags.HasFlag(BlockFlags.PROTECTED))
{
// TODO: lock?
ch.BlocksInternal[chunk.BlockIndex(x, y, z)] = bi;
}
}
else
{
BlockInternal orig = chunk.GetBlockAt(X, Y, Z);
BlockFlags flags = ((BlockFlags)orig.BlockLocalData);
if (!flags.HasFlag(BlockFlags.EDITED) && !flags.HasFlag(BlockFlags.PROTECTED))
{
chunk.BlocksInternal[chunk.BlockIndex(X, Y, Z)] = bi;
}
}
}
示例2: PopulateInternal
private void PopulateInternal(int Seed, int seed2, int seed3, int seed4, int seed5, Chunk chunk)
{
#endif
if (chunk.OwningRegion.TheWorld.Flat)
{
if (chunk.WorldPosition.Z == 0)
{
for (int i = 0; i < chunk.BlocksInternal.Length; i++)
{
chunk.BlocksInternal[i] = new BlockInternal((ushort)Material.STONE, 0, 0, 0);
}
for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
{
for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
{
chunk.BlocksInternal[chunk.BlockIndex(x, y, Chunk.CHUNK_SIZE - 1)] = new BlockInternal((ushort)Material.GRASS_PLAINS, 0, 0, 0);
chunk.BlocksInternal[chunk.BlockIndex(x, y, Chunk.CHUNK_SIZE - 2)] = new BlockInternal((ushort)Material.DIRT, 0, 0, 0);
chunk.BlocksInternal[chunk.BlockIndex(x, y, Chunk.CHUNK_SIZE - 3)] = new BlockInternal((ushort)Material.DIRT, 0, 0, 0);
}
}
}
else if (chunk.WorldPosition.Z < 0)
{
for (int i = 0; i < chunk.BlocksInternal.Length; i++)
{
chunk.BlocksInternal[i] = new BlockInternal((ushort)Material.STONE, 0, 0, 0);
}
}
else
{
for (int i = 0; i < chunk.BlocksInternal.Length; i++)
{
chunk.BlocksInternal[i] = BlockInternal.AIR;
}
}
return;
}
if (chunk.WorldPosition.Z > MaxNonAirHeight)
{
for (int i = 0; i < chunk.BlocksInternal.Length; i++)
{
chunk.BlocksInternal[i] = BlockInternal.AIR;
}
return;
}
// TODO: Special case for too far down as well.
for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
{
for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
{
Location cpos = chunk.WorldPosition.ToLocation() * Chunk.CHUNK_SIZE;
// Prepare basics
int cx = (int)cpos.X + x;
int cy = (int)cpos.Y + y;
Biome biomeOrig;
double hheight = GetHeight(Seed, seed2, seed3, seed4, seed5, cx, cy, (double)cpos.Z, out biomeOrig);
SimpleBiome biome = (SimpleBiome)biomeOrig;
//Biome biomeOrig2;
/*double hheight2 = */
/*GetHeight(Seed, seed2, seed3, seed4, seed5, cx + 7, cy + 7, (double)cpos.Z + 7, out biomeOrig2);
SimpleBiome biome2 = (SimpleBiome)biomeOrig2;*/
Material surf = biome.SurfaceBlock();
Material seco = biome.SecondLayerBlock();
Material basb = biome.BaseBlock();
Material water = biome.WaterMaterial();
/*Material surf2 = biome2.SurfaceBlock();
Material seco2 = biome2.SecondLayerBlock();
Material basb2 = biome2.BaseBlock();*/
// TODO: Make this possible?: hheight = (hheight + hheight2) / 2f;
int hheightint = (int)Math.Round(hheight);
double topf = hheight - (double)(chunk.WorldPosition.Z * Chunk.CHUNK_SIZE);
int top = (int)Math.Round(topf);
// General natural ground
for (int z = 0; z < Math.Min(top - 5, Chunk.CHUNK_SIZE); z++)
{
if (CanBeSolid(seed3, seed4, seed5, cx, cy, (int)cpos.Z + z, biome))
{
Material typex = GetMatType(seed2, seed3, seed4, seed5, cx, cy, (int)cpos.Z + z);
byte shape = 0;
if (typex != Material.AIR)
{
shape = OreShapes[new Random((int)((hheight + cx + cy + cpos.Z + z) * 5)).Next(OreShapes.Length)];
}
//bool choice = SimplexNoise.Generate(cx / 10f, cy / 10f, ((double)cpos.Z + z) / 10f) >= 0.5f;
chunk.BlocksInternal[chunk.BlockIndex(x, y, z)] = new BlockInternal((ushort)(typex == Material.AIR ? (/*choice ? basb2 : */basb) : typex), shape, 0, 0);
}
else if ((CanBeSolid(seed3, seed4, seed5, cx, cy, (int)cpos.Z + z - 1, biome) || (CanBeSolid(seed3, seed4, seed5, cx, cy, (int)cpos.Z + z + 1, biome))) &&
(CanBeSolid(seed3, seed4, seed5, cx + 1, cy, (int)cpos.Z + z, biome) || CanBeSolid(seed3, seed4, seed5, cx, cy + 1, (int)cpos.Z + z, biome)
|| CanBeSolid(seed3, seed4, seed5, cx - 1, cy, (int)cpos.Z + z, biome) || CanBeSolid(seed3, seed4, seed5, cx, cy - 1, (int)cpos.Z + z, biome)))
{
//bool choice = SimplexNoise.Generate(cx / 10f, cy / 10f, ((double)cpos.Z + z) / 10f) >= 0.5f;
chunk.BlocksInternal[chunk.BlockIndex(x, y, z)] = new BlockInternal((ushort)(/*choice ? basb2 : */basb), 3, 0, 0);
}
}
for (int z = Math.Max(top - 5, 0); z < Math.Min(top - 1, Chunk.CHUNK_SIZE); z++)
{
if (CanBeSolid(seed3, seed4, seed5, cx, cy, (int)cpos.Z + z, biome))
{
//bool choice = SimplexNoise.Generate(cx / 10f, cy / 10f, ((double)cpos.Z + z) / 10f) >= 0.5f;
chunk.BlocksInternal[chunk.BlockIndex(x, y, z)] = new BlockInternal((ushort)(/*choice ? seco2 :*/ seco), 0, 0, 0);
//.........这里部分代码省略.........