mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 23:17:58 +01:00
504 lines
No EOL
17 KiB
C#
504 lines
No EOL
17 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Represents the cull area used for network culling.
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/// </summary>
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public class CullArea : MonoBehaviour
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{
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private const int MAX_NUMBER_OF_ALLOWED_CELLS = 250;
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public const int MAX_NUMBER_OF_SUBDIVISIONS = 3;
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/// <summary>
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/// This represents the first ID which is assigned to the first created cell.
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/// If you already have some interest groups blocking this first ID, fell free to change it.
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/// However increasing the first group ID decreases the maximum amount of allowed cells.
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/// Allowed values are in range from 1 to 250.
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/// </summary>
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public readonly int FIRST_GROUP_ID = 1;
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/// <summary>
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/// This represents the order in which updates are sent.
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/// The number represents the subdivision of the cell hierarchy:
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/// - 0: message is sent to all players
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/// - 1: message is sent to players who are interested in the matching cell of the first subdivision
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/// If there is only one subdivision we are sending one update to all players
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/// before sending three consequent updates only to players who are in the same cell
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/// or interested in updates of the current cell.
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/// </summary>
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public readonly int[] SUBDIVISION_FIRST_LEVEL_ORDER = new int[4] { 0, 1, 1, 1 };
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/// <summary>
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/// This represents the order in which updates are sent.
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/// The number represents the subdivision of the cell hierarchy:
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/// - 0: message is sent to all players
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/// - 1: message is sent to players who are interested in the matching cell of the first subdivision
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/// - 2: message is sent to players who are interested in the matching cell of the second subdivision
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/// If there are two subdivisions we are sending every second update only to players
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/// who are in the same cell or interested in updates of the current cell.
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/// </summary>
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public readonly int[] SUBDIVISION_SECOND_LEVEL_ORDER = new int[8] { 0, 2, 1, 2, 0, 2, 1, 2 };
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/// <summary>
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/// This represents the order in which updates are sent.
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/// The number represents the subdivision of the cell hierarchy:
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/// - 0: message is sent to all players
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/// - 1: message is sent to players who are interested in the matching cell of the first subdivision
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/// - 2: message is sent to players who are interested in the matching cell of the second subdivision
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/// - 3: message is sent to players who are interested in the matching cell of the third subdivision
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/// If there are two subdivisions we are sending every second update only to players
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/// who are in the same cell or interested in updates of the current cell.
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/// </summary>
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public readonly int[] SUBDIVISION_THIRD_LEVEL_ORDER = new int[12] { 0, 3, 2, 3, 1, 3, 2, 3, 1, 3, 2, 3 };
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public Vector2 Center;
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public Vector2 Size = new Vector2(25.0f, 25.0f);
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public Vector2[] Subdivisions = new Vector2[MAX_NUMBER_OF_SUBDIVISIONS];
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public int NumberOfSubdivisions;
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public int CellCount { get; private set; }
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public CellTree CellTree { get; private set; }
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public Dictionary<int, GameObject> Map { get; private set; }
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public bool YIsUpAxis = true;
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public bool RecreateCellHierarchy = false;
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private int idCounter;
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/// <summary>
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/// Creates the cell hierarchy at runtime.
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/// </summary>
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private void Awake()
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{
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idCounter = FIRST_GROUP_ID;
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CreateCellHierarchy();
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}
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/// <summary>
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/// Creates the cell hierarchy in editor and draws the cell view.
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/// </summary>
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public void OnDrawGizmos()
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{
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idCounter = FIRST_GROUP_ID;
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if (RecreateCellHierarchy)
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{
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CreateCellHierarchy();
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}
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DrawCells();
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}
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/// <summary>
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/// Creates the cell hierarchy.
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/// </summary>
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private void CreateCellHierarchy()
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{
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if (!IsCellCountAllowed())
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{
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if (Debug.isDebugBuild)
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{
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Debug.LogError("There are too many cells created by your subdivision options. Maximum allowed number of cells is " + (MAX_NUMBER_OF_ALLOWED_CELLS - FIRST_GROUP_ID) + ". Current number of cells is " + CellCount + ".");
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return;
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}
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else
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{
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Application.Quit();
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}
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}
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CellTreeNode rootNode = new CellTreeNode(idCounter++, CellTreeNode.ENodeType.Root, null);
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if (YIsUpAxis)
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{
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Center = new Vector2(transform.position.x, transform.position.y);
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Size = new Vector2(transform.localScale.x, transform.localScale.y);
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rootNode.Center = new Vector3(Center.x, Center.y, 0.0f);
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rootNode.Size = new Vector3(Size.x, Size.y, 0.0f);
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rootNode.TopLeft = new Vector3((Center.x - (Size.x / 2.0f)), (Center.y - (Size.y / 2.0f)), 0.0f);
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rootNode.BottomRight = new Vector3((Center.x + (Size.x / 2.0f)), (Center.y + (Size.y / 2.0f)), 0.0f);
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}
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else
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{
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Center = new Vector2(transform.position.x, transform.position.z);
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Size = new Vector2(transform.localScale.x, transform.localScale.z);
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rootNode.Center = new Vector3(Center.x, 0.0f, Center.y);
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rootNode.Size = new Vector3(Size.x, 0.0f, Size.y);
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rootNode.TopLeft = new Vector3((Center.x - (Size.x / 2.0f)), 0.0f, (Center.y - (Size.y / 2.0f)));
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rootNode.BottomRight = new Vector3((Center.x + (Size.x / 2.0f)), 0.0f, (Center.y + (Size.y / 2.0f)));
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}
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CreateChildCells(rootNode, 1);
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CellTree = new CellTree(rootNode);
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RecreateCellHierarchy = false;
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}
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/// <summary>
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/// Creates all child cells.
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/// </summary>
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/// <param name="parent">The current parent node.</param>
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/// <param name="cellLevelInHierarchy">The cell level within the current hierarchy.</param>
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private void CreateChildCells(CellTreeNode parent, int cellLevelInHierarchy)
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{
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if (cellLevelInHierarchy > NumberOfSubdivisions)
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{
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return;
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}
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int rowCount = (int) Subdivisions[(cellLevelInHierarchy - 1)].x;
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int columnCount = (int) Subdivisions[(cellLevelInHierarchy - 1)].y;
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float startX = parent.Center.x - (parent.Size.x / 2.0f);
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float width = parent.Size.x / rowCount;
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for (int row = 0; row < rowCount; ++row)
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{
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for (int column = 0; column < columnCount; ++column)
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{
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float xPos = startX + (row * width) + (width / 2.0f);
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CellTreeNode node = new CellTreeNode(idCounter++, (NumberOfSubdivisions == cellLevelInHierarchy) ? CellTreeNode.ENodeType.Leaf : CellTreeNode.ENodeType.Node, parent);
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if (YIsUpAxis)
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{
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float startY = parent.Center.y - (parent.Size.y / 2.0f);
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float height = parent.Size.y / columnCount;
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float yPos = startY + (column * height) + (height / 2.0f);
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node.Center = new Vector3(xPos, yPos, 0.0f);
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node.Size = new Vector3(width, height, 0.0f);
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node.TopLeft = new Vector3(xPos - (width / 2.0f), yPos - (height / 2.0f), 0.0f);
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node.BottomRight = new Vector3(xPos + (width / 2.0f), yPos + (height / 2.0f), 0.0f);
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}
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else
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{
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float startZ = parent.Center.z - (parent.Size.z / 2.0f);
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float depth = parent.Size.z / columnCount;
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float zPos = startZ + (column * depth) + (depth / 2.0f);
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node.Center = new Vector3(xPos, 0.0f, zPos);
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node.Size = new Vector3(width, 0.0f, depth);
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node.TopLeft = new Vector3(xPos - (width / 2.0f), 0.0f, zPos - (depth / 2.0f));
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node.BottomRight = new Vector3(xPos + (width / 2.0f), 0.0f, zPos + (depth / 2.0f));
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}
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parent.AddChild(node);
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CreateChildCells(node, (cellLevelInHierarchy + 1));
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}
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}
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}
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/// <summary>
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/// Draws the cells.
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/// </summary>
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private void DrawCells()
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{
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if ((CellTree != null) && (CellTree.RootNode != null))
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{
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CellTree.RootNode.Draw();
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}
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else
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{
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RecreateCellHierarchy = true;
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}
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}
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/// <summary>
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/// Checks if the cell count is allowed.
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/// </summary>
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/// <returns>True if the cell count is allowed, false if the cell count is too large.</returns>
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private bool IsCellCountAllowed()
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{
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int horizontalCells = 1;
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int verticalCells = 1;
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foreach (Vector2 v in Subdivisions)
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{
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horizontalCells *= (int) v.x;
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verticalCells *= (int) v.y;
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}
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CellCount = horizontalCells * verticalCells;
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return (CellCount <= (MAX_NUMBER_OF_ALLOWED_CELLS - FIRST_GROUP_ID));
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}
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/// <summary>
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/// Gets a list of all cell IDs the player is currently inside or nearby.
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/// </summary>
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/// <param name="position">The current position of the player.</param>
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/// <returns>A list containing all cell IDs the player is currently inside or nearby.</returns>
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public List<int> GetActiveCells(Vector3 position)
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{
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List<int> insideCells = new List<int>(0);
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CellTree.RootNode.GetInsideCells(insideCells, YIsUpAxis, position);
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List<int> nearbyCells = new List<int>(0);
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CellTree.RootNode.GetNearbyCells(nearbyCells, YIsUpAxis, position);
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foreach (int id in nearbyCells)
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{
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if (!insideCells.Contains(id))
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{
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insideCells.Add(id);
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}
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}
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return insideCells;
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}
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}
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/// <summary>
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/// Represents the tree accessible from its root node.
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/// </summary>
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public class CellTree
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{
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/// <summary>
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/// Represents the root node of the cell tree.
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/// </summary>
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public CellTreeNode RootNode { get; private set; }
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/// <summary>
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/// Default constructor.
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/// </summary>
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public CellTree()
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{
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}
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/// <summary>
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/// Constructor to define the root node.
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/// </summary>
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/// <param name="root">The root node of the tree.</param>
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public CellTree(CellTreeNode root)
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{
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RootNode = root;
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}
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}
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/// <summary>
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/// Represents a single node of the tree.
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/// </summary>
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public class CellTreeNode
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{
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public enum ENodeType
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{
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Root,
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Node,
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Leaf
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}
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/// <summary>
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/// Represents the unique ID of the cell.
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/// </summary>
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public int Id;
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/// <summary>
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/// Represents the center, top-left or bottom-right position of the cell
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/// or the size of the cell.
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/// </summary>
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public Vector3 Center, Size, TopLeft, BottomRight;
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/// <summary>
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/// Describes the current node type of the cell tree node.
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/// </summary>
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public ENodeType NodeType;
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/// <summary>
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/// Reference tot he parent node.
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/// </summary>
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public CellTreeNode Parent;
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/// <summary>
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/// A list containing all child nodes.
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/// </summary>
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public List<CellTreeNode> Childs;
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/// <summary>
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/// The max distance the player can have to the center of the cell for being 'nearby'.
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/// This is calculated once at runtime.
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/// </summary>
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private float maxDistance;
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/// <summary>
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/// Default constructor.
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/// </summary>
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public CellTreeNode()
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{
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}
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/// <summary>
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/// Constructor to define the ID and the node type as well as setting a parent node.
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/// </summary>
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/// <param name="id">The ID of the cell is used as the interest group.</param>
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/// <param name="nodeType">The node type of the cell tree node.</param>
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/// <param name="parent">The parent node of the cell tree node.</param>
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public CellTreeNode(int id, ENodeType nodeType, CellTreeNode parent)
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{
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Id = id;
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NodeType = nodeType;
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Parent = parent;
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}
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/// <summary>
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/// Adds the given child to the node.
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/// </summary>
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/// <param name="child">The child which is added to the node.</param>
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public void AddChild(CellTreeNode child)
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{
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if (Childs == null)
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{
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Childs = new List<CellTreeNode>(1);
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}
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Childs.Add(child);
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}
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/// <summary>
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/// Draws the cell in the editor.
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/// </summary>
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public void Draw()
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{
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#if UNITY_EDITOR
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if (Childs != null)
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{
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foreach (CellTreeNode node in Childs)
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{
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node.Draw();
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}
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}
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Gizmos.color = new Color((NodeType == ENodeType.Root) ? 1 : 0, (NodeType == ENodeType.Node) ? 1 : 0, (NodeType == ENodeType.Leaf) ? 1 : 0);
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Gizmos.DrawWireCube(Center, Size);
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UnityEditor.Handles.Label(Center, Id.ToString(), new GUIStyle() { fontStyle = FontStyle.Bold });
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#endif
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}
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/// <summary>
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/// Gathers all leaf nodes and adds them to a given list.
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/// </summary>
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/// <param name="leafNodes">The list containing all gathered leaf nodes.</param>
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public void GetAllLeafNodes(List<CellTreeNode> leafNodes)
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{
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if (Childs != null)
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{
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foreach (CellTreeNode node in Childs)
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{
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node.GetAllLeafNodes(leafNodes);
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}
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}
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else
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{
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leafNodes.Add(this);
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}
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}
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/// <summary>
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/// Gathers all cell IDs the player is currently inside.
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/// </summary>
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/// <param name="insideCells">The list to add all cell IDs to the player is currently inside.</param>
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/// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
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/// <param name="position">The current position of the player</param>
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public void GetInsideCells(List<int> insideCells, bool yIsUpAxis, Vector3 position)
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{
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if (IsPointInsideCell(yIsUpAxis, position))
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{
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insideCells.Add(Id);
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if (Childs != null)
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{
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foreach (CellTreeNode node in Childs)
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{
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node.GetInsideCells(insideCells, yIsUpAxis, position);
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}
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}
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}
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}
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/// <summary>
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/// Gathers all cell IDs the palyer is currently nearby.
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/// </summary>
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/// <param name="nearbyCells">The list to add all cell IDs to the player is currently nearby.</param>
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/// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
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/// <param name="position">The current position of the player</param>
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public void GetNearbyCells(List<int> nearbyCells, bool yIsUpAxis, Vector3 position)
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{
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if (IsPointNearCell(yIsUpAxis, position))
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{
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if (NodeType != ENodeType.Leaf)
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{
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foreach (CellTreeNode node in Childs)
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{
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node.GetNearbyCells(nearbyCells, yIsUpAxis, position);
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}
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}
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else
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{
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nearbyCells.Add(Id);
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}
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}
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}
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/// <summary>
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/// Checks if the given point is inside the cell.
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/// </summary>
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/// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
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/// <param name="point">The point to check.</param>
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/// <returns>True if the point is inside the cell, false if the point is not inside the cell.</returns>
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public bool IsPointInsideCell(bool yIsUpAxis, Vector3 point)
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{
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if ((point.x < TopLeft.x) || (point.x > BottomRight.x))
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{
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return false;
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}
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if (yIsUpAxis)
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{
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if ((point.y >= TopLeft.y) && (point.y <= BottomRight.y))
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{
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return true;
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}
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}
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else
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{
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if ((point.z >= TopLeft.z) && (point.z <= BottomRight.z))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks if the given point is near the cell.
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/// </summary>
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/// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
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/// <param name="point">The point to check.</param>
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/// <returns>True if the point is near the cell, false if the point is too far away.</returns>
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public bool IsPointNearCell(bool yIsUpAxis, Vector3 point)
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{
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if (maxDistance == 0.0f)
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{
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maxDistance = (Size.x + Size.y + Size.z) / 2.0f;
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}
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return ((point - Center).sqrMagnitude <= (maxDistance * maxDistance));
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}
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} |