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MI431-s23-Ryan-Chang
Project2ProceduralGeneration-Ryan-Chang
Commits
0ffeab9b
Commit
0ffeab9b
authored
2 years ago
by
Chang, Ryan
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Removed unneeded stuff
parent
a6f57bd3
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Assets/Scripts/TerrainGeneration/TerrainGenerator.cs
+0
-24
0 additions, 24 deletions
Assets/Scripts/TerrainGeneration/TerrainGenerator.cs
with
0 additions
and
24 deletions
Assets/Scripts/TerrainGeneration/TerrainGenerator.cs
+
0
−
24
View file @
0ffeab9b
...
@@ -2,7 +2,6 @@ using System.Threading;
...
@@ -2,7 +2,6 @@ using System.Threading;
using
System.Collections
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine
;
using
Unity.Mathematics
;
using
System.Collections.Concurrent
;
using
System.Collections.Concurrent
;
[
System
.
Serializable
]
[
System
.
Serializable
]
...
@@ -48,11 +47,6 @@ public class TerrainGenerator : MonoBehaviour
...
@@ -48,11 +47,6 @@ public class TerrainGenerator : MonoBehaviour
[
Tooltip
(
"Dictionary of previously loaded terrains."
)]
[
Tooltip
(
"Dictionary of previously loaded terrains."
)]
public
Dictionary
<
Vector2Int
,
TerrainData
>
previouslyLoaded
=
new
();
public
Dictionary
<
Vector2Int
,
TerrainData
>
previouslyLoaded
=
new
();
///// <summary>
///// Threads used for generating the neighboring and current terrains.
///// </summary>
//private ConcurrentBag<Thread> threads = new();
private
ConcurrentQueue
<
TerrainGenThread
>
generators
=
new
();
private
ConcurrentQueue
<
TerrainGenThread
>
generators
=
new
();
public
int
bagCount
=
0
;
public
int
bagCount
=
0
;
...
@@ -119,24 +113,6 @@ public class TerrainGenerator : MonoBehaviour
...
@@ -119,24 +113,6 @@ public class TerrainGenerator : MonoBehaviour
{
{
yield
return
new
WaitForSecondsRealtime
(
1
);
yield
return
new
WaitForSecondsRealtime
(
1
);
//bool busy = true;
//while (busy)
//{
// busy = false;
// foreach (var thread in generationThreads)
// {
// // Wait for all threads to finish.
// if (thread != null && thread.IsAlive)
// {
// busy = true;
// yield return new WaitForEndOfFrame();
// break;
// }
// }
//}
while
(!
generators
.
IsEmpty
)
while
(!
generators
.
IsEmpty
)
{
{
if
(
generators
.
TryPeek
(
out
TerrainGenThread
tGen
))
if
(
generators
.
TryPeek
(
out
TerrainGenThread
tGen
))
...
...
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