SanAndreasUnity/Assets/Scripts/Behaviours/MapObject.cs

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2020-05-31 17:07:22 +00:00
using System;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using Debug = UnityEngine.Debug;
using UnityEngine.Profiling;
namespace SanAndreasUnity.Behaviours
{
public abstract class MapObject : MonoBehaviour, IComparable<MapObject>
{
private static Texture2D _sNoiseTex;
private static bool ShouldGenerateNoiseTex
{
get { return _sNoiseTex == null || _sNoiseTex.width != Screen.width || _sNoiseTex.height != Screen.height; }
}
private static int _sBreakableLayer = -1;
public static int BreakableLayer
{
get { return _sBreakableLayer == -1 ? _sBreakableLayer = LayerMask.NameToLayer("Breakable") : _sBreakableLayer; }
}
private static int _sNoiseTexId = -1;
protected static int NoiseTexId
{
get { return _sNoiseTexId == -1 ? _sNoiseTexId = Shader.PropertyToID("_NoiseTex") : _sNoiseTexId; }
}
private static int _sFadeId = -1;
protected static int FadeId
{
get { return _sFadeId == -1 ? _sFadeId = Shader.PropertyToID("_Fade") : _sFadeId; }
}
private static void GenerateNoiseTex()
{
var width = Screen.width;
var height = Screen.height;
var timer = new Stopwatch();
timer.Start();
if (_sNoiseTex == null)
{
_sNoiseTex = new Texture2D(width, height, TextureFormat.Alpha8, false);
_sNoiseTex.filterMode = FilterMode.Bilinear;
}
else
{
_sNoiseTex.Resize(width, height);
}
var rand = new System.Random(0x54e03b19);
var buffer = new byte[width * height];
rand.NextBytes(buffer);
_sNoiseTex.LoadRawTextureData(buffer);
_sNoiseTex.Apply(false, false);
UnityEngine.Debug.LogFormat("Noise gen time: {0:F2} ms", timer.Elapsed.TotalMilliseconds);
}
protected static Texture2D NoiseTex
{
get
{
if (ShouldGenerateNoiseTex) GenerateNoiseTex();
return _sNoiseTex;
}
}
private static readonly System.Random _sRandom = new System.Random(0x54e03b19);
private bool _loaded;
public bool HasLoaded { get { return _loaded; } }
public List<String> Flags;
public Vector2 CellPos { get; private set; }
public int RandomInt { get; private set; }
internal float LoadOrder { get; private set; }
protected void Initialize(Vector3 pos, Quaternion rot)
{
transform.position = pos;
transform.localRotation = rot;
CellPos = new Vector2(pos.x, pos.z);
RandomInt = _sRandom.Next();
_loaded = false;
}
public bool RefreshLoadOrder(Vector3 from)
{
Profiler.BeginSample ("MapObject.RefreshLoadOrder", this);
LoadOrder = OnRefreshLoadOrder(from);
Profiler.EndSample ();
return !float.IsPositiveInfinity(LoadOrder);
}
protected abstract float OnRefreshLoadOrder(Vector3 from);
public void Show()
{
if (!_loaded)
{
_loaded = true;
Profiler.BeginSample ("OnLoad", this);
OnLoad();
Profiler.EndSample ();
}
Profiler.BeginSample ("OnShow", this);
OnShow();
Profiler.EndSample ();
LoadOrder = float.PositiveInfinity;
}
protected virtual void OnLoad()
{
}
protected virtual void OnShow()
{
}
public int CompareTo(MapObject other)
{
return LoadOrder > other.LoadOrder ? 1 : LoadOrder == other.LoadOrder ? 0 : -1;
}
}
}