501 lines
19 KiB
C#
501 lines
19 KiB
C#
// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="CullArea.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Utilities,
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// </copyright>
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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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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using System.Collections.Generic;
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using UnityEngine;
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namespace Photon.Pun.UtilityScripts
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{
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using System;
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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 byte 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 = false;
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public bool RecreateCellHierarchy = false;
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private byte 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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this.idCounter = this.FIRST_GROUP_ID;
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this.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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this.idCounter = this.FIRST_GROUP_ID;
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if (this.RecreateCellHierarchy)
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{
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this.CreateCellHierarchy();
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}
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this.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 (!this.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 - this.FIRST_GROUP_ID) +
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". Current number of cells is " + this.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(this.idCounter++, CellTreeNode.ENodeType.Root, null);
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if (this.YIsUpAxis)
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{
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this.Center = new Vector2(transform.position.x, transform.position.y);
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this.Size = new Vector2(transform.localScale.x, transform.localScale.y);
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rootNode.Center = new Vector3(this.Center.x, this.Center.y, 0.0f);
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rootNode.Size = new Vector3(this.Size.x, this.Size.y, 0.0f);
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rootNode.TopLeft = new Vector3((this.Center.x - (this.Size.x / 2.0f)), (this.Center.y - (this.Size.y / 2.0f)), 0.0f);
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rootNode.BottomRight = new Vector3((this.Center.x + (this.Size.x / 2.0f)), (this.Center.y + (this.Size.y / 2.0f)), 0.0f);
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}
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else
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{
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this.Center = new Vector2(transform.position.x, transform.position.z);
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this.Size = new Vector2(transform.localScale.x, transform.localScale.z);
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rootNode.Center = new Vector3(this.Center.x, 0.0f, this.Center.y);
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rootNode.Size = new Vector3(this.Size.x, 0.0f, this.Size.y);
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rootNode.TopLeft = new Vector3((this.Center.x - (this.Size.x / 2.0f)), 0.0f, (this.Center.y - (this.Size.y / 2.0f)));
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rootNode.BottomRight = new Vector3((this.Center.x + (this.Size.x / 2.0f)), 0.0f, (this.Center.y + (this.Size.y / 2.0f)));
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}
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this.CreateChildCells(rootNode, 1);
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this.CellTree = new CellTree(rootNode);
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this.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 > this.NumberOfSubdivisions)
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{
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return;
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}
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int rowCount = (int)this.Subdivisions[(cellLevelInHierarchy - 1)].x;
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int columnCount = (int)this.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(this.idCounter++, (this.NumberOfSubdivisions == cellLevelInHierarchy) ? CellTreeNode.ENodeType.Leaf : CellTreeNode.ENodeType.Node, parent);
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if (this.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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this.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 ((this.CellTree != null) && (this.CellTree.RootNode != null))
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{
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this.CellTree.RootNode.Draw();
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}
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else
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{
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this.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 this.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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this.CellCount = horizontalCells * verticalCells;
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return (this.CellCount <= (MAX_NUMBER_OF_ALLOWED_CELLS - this.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<byte> GetActiveCells(Vector3 position)
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{
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List<byte> activeCells = new List<byte>(0);
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this.CellTree.RootNode.GetActiveCells(activeCells, this.YIsUpAxis, position);
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// it makes sense to sort the "nearby" cells. those are in the list in positions after the subdivisions the point is inside. 2 subdivisions result in 3 areas the point is in.
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int cellsActive = this.NumberOfSubdivisions + 1;
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int cellsNearby = activeCells.Count - cellsActive;
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if (cellsNearby > 0)
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{
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activeCells.Sort(cellsActive, cellsNearby, new ByteComparer());
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}
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return activeCells;
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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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this.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 : byte
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{
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Root = 0,
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Node = 1,
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Leaf = 2
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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 byte 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 to the 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(byte id, ENodeType nodeType, CellTreeNode parent)
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{
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this.Id = id;
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this.NodeType = nodeType;
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this.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 (this.Childs == null)
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{
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this.Childs = new List<CellTreeNode>(1);
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}
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this.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 (this.Childs != null)
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{
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foreach (CellTreeNode node in this.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((this.NodeType == ENodeType.Root) ? 1 : 0, (this.NodeType == ENodeType.Node) ? 1 : 0, (this.NodeType == ENodeType.Leaf) ? 1 : 0);
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Gizmos.DrawWireCube(this.Center, this.Size);
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byte offset = (byte)this.NodeType;
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GUIStyle gs = new GUIStyle() { fontStyle = FontStyle.Bold };
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gs.normal.textColor = Gizmos.color;
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UnityEditor.Handles.Label(this.Center+(Vector3.forward*offset*1f), this.Id.ToString(), gs);
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#endif
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}
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/// <summary>
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/// Gathers all cell IDs the player is currently inside or nearby.
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/// </summary>
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/// <param name="activeCells">The list to add all cell IDs to the player is currently inside or 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 GetActiveCells(List<byte> activeCells, bool yIsUpAxis, Vector3 position)
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{
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if (this.NodeType != ENodeType.Leaf)
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{
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foreach (CellTreeNode node in this.Childs)
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{
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node.GetActiveCells(activeCells, yIsUpAxis, position);
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}
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}
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else
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{
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if (this.IsPointNearCell(yIsUpAxis, position))
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{
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if (this.IsPointInsideCell(yIsUpAxis, position))
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{
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activeCells.Insert(0, this.Id);
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CellTreeNode p = this.Parent;
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while (p != null)
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{
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activeCells.Insert(0, p.Id);
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p = p.Parent;
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}
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}
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else
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{
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activeCells.Add(this.Id);
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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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/// 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 < this.TopLeft.x) || (point.x > this.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 >= this.TopLeft.y) && (point.y <= this.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 >= this.TopLeft.z) && (point.z <= this.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 (this.maxDistance == 0.0f)
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{
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this.maxDistance = (this.Size.x + this.Size.y + this.Size.z) / 2.0f;
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}
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return ((point - this.Center).sqrMagnitude <= (this.maxDistance * this.maxDistance));
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}
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}
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public class ByteComparer : IComparer<byte>
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{
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/// <inheritdoc />
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public int Compare(byte x, byte y)
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{
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return x == y ? 0 : x < y ? -1 : 1;
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}
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}
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} |