Files
TheDeclineOfWarriors/Assets/Scripts/VoxelWorld/VoxelWorldPlayerStreamTargetBinding.cs
T
Alexander Borisov 0b380def78 refactor nav coverage into clustered windows
Replace region-based runtime pathing with interest-cluster coverage windows so active nav areas stay contiguous and spawn anchors participate in initial coverage.
2026-04-08 13:52:00 +03:00

81 lines
2.3 KiB
C#

using InfiniteWorld.VoxelWorld;
using Players;
using UnityEngine;
namespace VoxelWorldScene
{
[DisallowMultipleComponent]
[RequireComponent(typeof(VoxelWorldGenerator))]
public sealed class VoxelWorldPlayerStreamTargetBinding : MonoBehaviour
{
[SerializeField] private VoxelWorldGenerator worldGenerator;
[SerializeField] private Transform explicitStreamTarget;
private Transform currentStreamTarget;
private void Awake()
{
if (worldGenerator == null)
{
worldGenerator = GetComponent<VoxelWorldGenerator>();
}
ApplyResolvedTarget(ResolveTarget());
}
private void Update()
{
ApplyResolvedTarget(ResolveTarget());
}
private void OnDisable()
{
ApplyResolvedTarget(null);
}
private Transform ResolveTarget()
{
if (explicitStreamTarget != null)
{
return explicitStreamTarget;
}
CameraFollow[] cameraFollows = FindObjectsByType<CameraFollow>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
for (int i = 0; i < cameraFollows.Length; i++)
{
CameraFollow follow = cameraFollows[i];
if (follow != null && follow.IsOwner)
{
return follow.Target;
}
}
VoxelWorldSpawnAnchor[] spawnAnchors = FindObjectsByType<VoxelWorldSpawnAnchor>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
for (int i = 0; i < spawnAnchors.Length; i++)
{
VoxelWorldSpawnAnchor anchor = spawnAnchors[i];
if (anchor != null && anchor.isActiveAndEnabled)
{
return anchor.transform;
}
}
return null;
}
private void ApplyResolvedTarget(Transform resolvedTarget)
{
if (currentStreamTarget == resolvedTarget)
{
return;
}
currentStreamTarget = resolvedTarget;
if (worldGenerator != null)
{
worldGenerator.SetStreamTarget(currentStreamTarget);
}
}
}
}