mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-22 20:13:02 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
48 lines
No EOL
1.6 KiB
C#
48 lines
No EOL
1.6 KiB
C#
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namespace SanAndreasUnity.Importing.Items.Placements
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{
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[System.Flags]
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public enum EnexFlags
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{
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}
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[Section("enex")]
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public class EntranceExit : Placement
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{
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public readonly UnityEngine.Vector3 EntrancePos; // position where enex is located
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public readonly float EntranceAngle; // rotation of ped when entering enex
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public readonly UnityEngine.Vector3 Size;
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public readonly UnityEngine.Vector3 ExitPos; // position of ped after teleporting to this enex
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public readonly float ExitAngle; // rotation of ped after teleporting to this enex
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public readonly int TargetInterior; // interior level where enex is located
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public readonly int Flags;
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public readonly string Name;
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public readonly int SkyColorType;
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public readonly int NumPedsToSpawn;
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public readonly int TimeOn;
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public readonly int TimeOff;
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public EntranceExit(string line) : base(line)
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{
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int index = 0;
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EntrancePos = GetUnityVec3(ref index, true);
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EntranceAngle = GetSingle(index++);
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Size = GetUnityVec3(ref index, false);
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ExitPos = GetUnityVec3(ref index, true);
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ExitAngle = GetSingle(index++);
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TargetInterior = GetInt(index++);
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Flags = GetInt(index++);
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Name = GetString(index++);
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Name = Name.Substring(1, Name.Length - 2); // remove quotes
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SkyColorType = GetInt(index++);
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NumPedsToSpawn = GetInt(index++);
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TimeOn = GetInt(index++);
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TimeOff = GetInt(index++);
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}
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}
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} |