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カリンググループのサンプルコードその2
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
public class CullingGroupSpawn : MonoBehaviour
{
[SerializeField] Transform[] positions;
[SerializeField] string sceneName; // 読み込むシーン名
private CullingGroup cullingGroup = null;
void Start ()
{
// cullingGroupの初期化
cullingGroup = new CullingGroup ();
cullingGroup.targetCamera = Camera.main;
// 視認のステータスが更新された時に受け取るコールバック登録
cullingGroup.onStateChanged += OnStateChange;
// 座標を登録
BoundingSphere[] bounds = new BoundingSphere[positions.Length];
for (int i = 0; i < bounds.Length; i++) {
bounds [i].position = positions [i].position;
bounds [i].radius = positions[i].localScale.magnitude;
}
cullingGroup.SetBoundingSpheres (bounds);
cullingGroup.SetBoundingSphereCount (positions.Length);
}
void OnStateChange (CullingGroupEvent ev)
{
// 見えたら、シーンをAditiveで読み込み
// cullinggroupは停止する
if (ev.hasBecomeVisible) {
cullingGroup.enabled = false;
var result = SceneManager.LoadSceneAsync (sceneName, LoadSceneMode.Additive);
result.priority = 2;
}
}
void OnDestroy ()
{
cullingGroup.Dispose ();
cullingGroup = null;
}
void OnDrawGizmos ()
{
#if UNITY_EDITOR
UnityEditor.Handles.color = Color.red;
foreach (var pos in positions) {
UnityEditor.Handles.CircleCap(
0, pos.position,
UnityEditor.SceneView.currentDrawingSceneView.camera.transform.rotation,
pos.localScale.magnitude);
}
#endif
}
}
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