37 lines
1.5 KiB
C#
37 lines
1.5 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LoraxCuller : MonoBehaviour {
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public Lorax[] Loraces;
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public Transform ChunkKeepAliveTransformsParent;
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private List<Transform> ChunkKeepAliveTransforms = new List<Transform>();
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private GameObject[,] EnabledChunks;
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private void Awake() {
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foreach (Transform Child in ChunkKeepAliveTransformsParent) {
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ChunkKeepAliveTransforms.Add(Child);
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}
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EnabledChunks = new GameObject[Loraces.Length, ChunkKeepAliveTransforms.Count];
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}
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private void Update() {
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for (int LoraxIndex = 0; LoraxIndex < Loraces.Length; LoraxIndex++) {
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Lorax Lorax = Loraces[LoraxIndex];
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for (int ChunkIndex = 0; ChunkIndex < ChunkKeepAliveTransforms.Count; ChunkIndex++) {
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Vector3 KeepAlivePosition = ChunkKeepAliveTransforms[ChunkIndex].position;
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Debug.DrawLine(KeepAlivePosition, KeepAlivePosition + Vector3.up * 5, Color.red);
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GameObject NewChunk = Lorax.GetChunkAt(KeepAlivePosition.x, KeepAlivePosition.z);
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if (EnabledChunks[LoraxIndex, ChunkIndex] != NewChunk) {
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if (EnabledChunks[LoraxIndex, ChunkIndex] != null) {
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EnabledChunks[LoraxIndex, ChunkIndex].SetActive(false);
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}
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NewChunk.SetActive(true);
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EnabledChunks[LoraxIndex, ChunkIndex] = NewChunk;
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}
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}
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}
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}
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}
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