Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/Gaia/TreeManager.cs
2026-03-04 10:03:45 +08:00

104 lines
2.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Gaia
{
public class TreeManager
{
private List<TreePrototype> m_terrainTrees = new List<TreePrototype>();
private Quadtree<int> m_terrainTreeLocations = new Quadtree<int>(new Rect(0f, 0f, 10f, 10f));
public void LoadTreesFromTerrain()
{
m_terrainTrees = null;
m_terrainTreeLocations = null;
float f = float.NaN;
float num = float.NaN;
float num2 = float.NaN;
float num3 = float.NaN;
float num4 = float.NaN;
Terrain terrain = null;
Terrain[] activeTerrains = Terrain.activeTerrains;
foreach (Terrain terrain2 in activeTerrains)
{
if (float.IsNaN(f))
{
terrain = terrain2;
f = terrain2.transform.position.y;
num = terrain2.transform.position.x;
num3 = terrain2.transform.position.z;
num2 = num + terrain2.terrainData.size.x;
num4 = num3 + terrain2.terrainData.size.z;
continue;
}
if (terrain2.transform.position.x < num)
{
num = terrain2.transform.position.x;
}
if (terrain2.transform.position.z < num3)
{
num3 = terrain2.transform.position.z;
}
if (terrain2.transform.position.x + terrain2.terrainData.size.x > num2)
{
num2 = terrain2.transform.position.x + terrain2.terrainData.size.x;
}
if (terrain2.transform.position.z + terrain2.terrainData.size.z > num4)
{
num4 = terrain2.transform.position.z + terrain2.terrainData.size.z;
}
}
if (!(terrain != null))
{
return;
}
Rect boundaries = new Rect(num, num3, num2 - num, num4 - num3);
m_terrainTreeLocations = new Quadtree<int>(boundaries);
m_terrainTrees = new List<TreePrototype>(terrain.terrainData.treePrototypes);
activeTerrains = Terrain.activeTerrains;
foreach (Terrain obj in activeTerrains)
{
float x = obj.transform.position.x;
float z = obj.transform.position.z;
float x2 = obj.terrainData.size.x;
float z2 = obj.terrainData.size.z;
TreeInstance[] treeInstances = obj.terrainData.treeInstances;
for (int j = 0; j < treeInstances.Length; j++)
{
TreeInstance treeInstance = treeInstances[j];
m_terrainTreeLocations.Insert(x + treeInstance.position.x * x2, z + treeInstance.position.z * z2, treeInstances[j].prototypeIndex);
}
}
}
public void AddTree(Vector3 position, int prototypeIdx)
{
if (m_terrainTreeLocations != null)
{
m_terrainTreeLocations.Insert(position.x, position.z, prototypeIdx);
}
}
public int Count(Vector3 position, float range)
{
if (m_terrainTreeLocations == null)
{
return 0;
}
Rect range2 = new Rect(position.x - range, position.z - range, range * 2f, range * 2f);
return m_terrainTreeLocations.Find(range2).Count();
}
public int Count()
{
if (m_terrainTreeLocations == null)
{
return 0;
}
return m_terrainTreeLocations.Count;
}
}
}