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byte[] fileData = r.ReadBytes(bytesRemaining); | |
var b = 0; | |
for (int x = 0; x < Constants.MapSizeX; x++) | |
{ | |
int chunkX = x / Constants.ChunkSize; | |
for (int z = 0; z < Constants.MapSizeZ; z++) | |
{ | |
int chunkZ = z / Constants.ChunkSize; | |
// Data inside each chunk is stored in a 1D array, so pre-calculate the horizontal array access here to avoid expensive % and * operations in the inner loops | |
int xzAccess = (x % Constants.ChunkSize) * Constants.ChunkSize + (z % Constants.ChunkSize) * Constants.ChunkSizeSquared; | |
// Map-Coordinate Y, tracks our vertical position in the column | |
int mapY = 0; | |
// Get the amount of block types in this column | |
byte columnCount = fileData[b++]; | |
for (int i = 0; i < columnCount; i++) | |
{ | |
// Get the block type and how tall this section of the column is | |
var type = fileData[b++]; | |
byte amount = fileData[b++]; | |
// If it's an empty column, there's no need to modify the chunk data. | |
if (type == 0) | |
{ | |
mapY += amount; | |
continue; | |
} | |
int chunkY = mapY / Constants.ChunkSize; | |
// Get the chunk and initialise it if needed | |
ChunkBase c = m.chunks[chunkX, chunkY, chunkZ]; | |
if (c == null) | |
c = m.InitChunk(chunkX, chunkY, chunkZ); | |
// Chunk-Coordinate Y | |
int yAccess = mapY % Constants.ChunkSize; | |
int top = mapY + amount; | |
for (int j = mapY; j < top; j++) | |
{ | |
// If we have moved up into a new chunk | |
if (yAccess == Constants.ChunkSize) | |
{ | |
chunkY++; | |
c = m.chunks[chunkX, chunkY, chunkZ]; | |
if (c == null) | |
c = m.InitChunk(chunkX, chunkY, chunkZ); | |
yAccess = 0; | |
} | |
// Get a reference to the block and update it | |
ref var block = ref c.data[xzAccess + yAccess]; | |
block.index = type; | |
block.health = 100; | |
yAccess++; | |
} | |
mapY += amount; | |
} | |
// Update the height map | |
m.maxY[x, z] = (byte)mapY; | |
} | |
} |
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