mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 07:50:22 +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
139 lines
No EOL
3.9 KiB
C#
139 lines
No EOL
3.9 KiB
C#
using System.Diagnostics;
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using SanAndreasUnity.Behaviours.World;
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using UnityEngine;
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using Object = UnityEngine.Object;
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using Profiler = UnityEngine.Profiling.Profiler;
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namespace SanAndreasUnity.Behaviours
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{
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public abstract class MapObject : MonoBehaviour
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{
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private static Texture2D _sNoiseTex;
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private static bool ShouldGenerateNoiseTex => _sNoiseTex == null || _sNoiseTex.width != Screen.width || _sNoiseTex.height != Screen.height;
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private static int _sBreakableLayer = -1;
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public static int BreakableLayer => _sBreakableLayer == -1 ? _sBreakableLayer = LayerMask.NameToLayer("Breakable") : _sBreakableLayer;
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private static int _sNoiseTexPropertyId = -1;
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protected static int NoiseTexPropertyId => _sNoiseTexPropertyId == -1 ? _sNoiseTexPropertyId = Shader.PropertyToID("_NoiseTex") : _sNoiseTexPropertyId;
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private static int _sFadePropertyId = -1;
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protected static int FadePropertyId => _sFadePropertyId == -1 ? _sFadePropertyId = Shader.PropertyToID("_Fade") : _sFadePropertyId;
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private static void GenerateNoiseTex()
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{
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var width = Screen.width;
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var height = Screen.height;
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var timer = new Stopwatch();
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timer.Start();
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if (_sNoiseTex == null)
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{
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_sNoiseTex = new Texture2D(width, height, TextureFormat.Alpha8, false);
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_sNoiseTex.filterMode = FilterMode.Bilinear;
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}
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else
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{
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_sNoiseTex.Resize(width, height);
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}
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var rand = new System.Random(0x54e03b19);
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var buffer = new byte[width * height];
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rand.NextBytes(buffer);
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_sNoiseTex.LoadRawTextureData(buffer);
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_sNoiseTex.Apply(false, false);
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UnityEngine.Debug.LogFormat("Noise gen time: {0:F2} ms", timer.Elapsed.TotalMilliseconds);
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}
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protected static Texture2D NoiseTex
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{
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get
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{
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if (ShouldGenerateNoiseTex) GenerateNoiseTex();
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return _sNoiseTex;
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}
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}
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public bool IsVisibleInMapSystem { get; private set; } = false;
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public float LoadPriority { get; private set; } = float.PositiveInfinity;
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private bool _loaded;
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public bool HasLoaded => _loaded;
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public Vector3 CachedPosition { get; private set; }
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protected static T Create<T>(GameObject prefab)
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where T : MapObject
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{
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GameObject go = Object.Instantiate(prefab, Cell.Instance.transform);
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return go.GetComponent<T>();
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}
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protected void Initialize(Vector3 pos, Quaternion rot)
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{
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this.transform.position = pos;
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this.transform.localRotation = rot;
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this.CachedPosition = pos;
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_loaded = false;
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}
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public void SetDrawDistance(float f)
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{
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}
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public void Show(float loadPriority)
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{
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if (this.IsVisibleInMapSystem)
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return;
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this.IsVisibleInMapSystem = true;
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this.LoadPriority = loadPriority;
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if (!_loaded)
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{
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_loaded = true;
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Profiler.BeginSample ("OnLoad", this);
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this.OnLoad();
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Profiler.EndSample ();
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}
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Profiler.BeginSample ("OnShow", this);
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this.OnShow();
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Profiler.EndSample ();
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}
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public void UnShow()
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{
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if (!this.IsVisibleInMapSystem)
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return;
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this.IsVisibleInMapSystem = false;
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this.OnUnShow();
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}
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protected virtual void OnLoad()
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{
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}
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protected virtual void OnShow()
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{
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this.gameObject.SetActive(true);
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}
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protected virtual void OnUnShow()
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{
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this.gameObject.SetActive(false);
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}
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}
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} |