mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-14 17:09:31 +07:00
raw list getter disable
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@@ -291,7 +291,7 @@ namespace IsoTools {
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}
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public void MarkDirty(IsoObject iso_object) {
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if ( !iso_object.Internal.Dirty && _visibles.RawDict.ContainsKey(iso_object) ) {
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if ( !iso_object.Internal.Dirty && _visibles.Contains(iso_object) ) {
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iso_object.Internal.Dirty = true;
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MarkDirty();
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}
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@@ -329,8 +329,8 @@ namespace IsoTools {
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}
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void FixAllTransforms() {
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for ( int i = 0, e = _objects.RawList.Count; i < e; ++i ) {
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_objects.RawList[i].FixTransform();
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for ( int i = 0, e = _objects.Count; i < e; ++i ) {
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_objects[i].FixTransform();
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}
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}
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@@ -459,8 +459,8 @@ namespace IsoTools {
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void SetupSectorSize() {
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_sectorsSize = 0.0f;
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for ( int i = 0, e = _visibles.RawList.Count; i < e; ++i ) {
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var iso_internal = _visibles.RawList[i].Internal;
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for ( int i = 0, e = _visibles.Count; i < e; ++i ) {
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var iso_internal = _visibles[i].Internal;
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_sectorsSize += IsoUtils.Vec2MaxF(iso_internal.ScreenRect.size);
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}
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var min_sector_size = IsoToScreen(IsoUtils.vec3OneX).x - IsoToScreen(Vector3.zero).x;
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@@ -470,8 +470,8 @@ namespace IsoTools {
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void SetupObjectsSectors() {
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_sectorsMinNumPos = new Vector2(float.MaxValue, float.MaxValue);
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_sectorsMaxNumPos = new Vector2(float.MinValue, float.MinValue);
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for ( int i = 0, e = _visibles.RawList.Count; i < e; ++i ) {
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var iso_internal = _visibles.RawList[i].Internal;
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for ( int i = 0, e = _visibles.Count; i < e; ++i ) {
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var iso_internal = _visibles[i].Internal;
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// high performance tricks
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var min_x = iso_internal.ScreenRect.xMin / _sectorsSize;
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@@ -513,8 +513,8 @@ namespace IsoTools {
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}
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void TuneSectors() {
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for ( int i = 0, e = _visibles.RawList.Count; i < e; ++i ) {
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var iso_object = _visibles.RawList[i];
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for ( int i = 0, e = _visibles.Count; i < e; ++i ) {
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var iso_object = _visibles[i];
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iso_object.Internal.MinSector -= _sectorsMinNumPos;
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iso_object.Internal.MaxSector -= _sectorsMinNumPos;
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var min = iso_object.Internal.MinSector;
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@@ -564,8 +564,8 @@ namespace IsoTools {
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void CalculateNewVisibles() {
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_oldVisibles.Clear();
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for ( int i = 0, e = _objects.RawList.Count; i < e; ++i ) {
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var iso_object = _objects.RawList[i];
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for ( int i = 0, e = _objects.Count; i < e; ++i ) {
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var iso_object = _objects[i];
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if ( IsIsoObjectVisible(iso_object) ) {
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iso_object.Internal.Placed = false;
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_oldVisibles.Add(iso_object);
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@@ -577,9 +577,9 @@ namespace IsoTools {
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}
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void ResolveVisibles() {
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for ( int i = 0, e = _visibles.RawList.Count; i < e; ++i ) {
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var iso_object = _visibles.RawList[i];
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if ( iso_object.Internal.Dirty || !_oldVisibles.RawDict.ContainsKey(iso_object) ) {
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for ( int i = 0, e = _visibles.Count; i < e; ++i ) {
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var iso_object = _visibles[i];
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if ( iso_object.Internal.Dirty || !_oldVisibles.Contains(iso_object) ) {
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MarkDirty();
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SetupIsoObjectDepends(iso_object);
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iso_object.Internal.Dirty = false;
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@@ -588,9 +588,9 @@ namespace IsoTools {
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MarkDirty();
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}
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}
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for ( int i = 0, e = _oldVisibles.RawList.Count; i < e; ++i ) {
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var iso_object = _oldVisibles.RawList[i];
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if ( !_visibles.RawDict.ContainsKey(iso_object) ) {
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for ( int i = 0, e = _oldVisibles.Count; i < e; ++i ) {
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var iso_object = _oldVisibles[i];
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if ( !_visibles.Contains(iso_object) ) {
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MarkDirty();
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ClearIsoObjectDepends(iso_object);
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}
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@@ -598,9 +598,9 @@ namespace IsoTools {
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}
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void ClearIsoObjectDepends(IsoObject iso_object) {
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var their_depends_l = iso_object.Internal.TheirDepends.RawList;
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for ( int i = 0, e = their_depends_l.Count; i < e; ++i ) {
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var their_depend = their_depends_l[i];
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var their_depends = iso_object.Internal.TheirDepends;
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for ( int i = 0, e = their_depends.Count; i < e; ++i ) {
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var their_depend = their_depends[i];
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if ( !their_depend.Internal.Dirty ) {
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their_depend.Internal.SelfDepends.Remove(iso_object);
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}
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@@ -623,8 +623,8 @@ namespace IsoTools {
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void PlaceAllVisibles() {
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var depth = startDepth;
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for ( int i = 0, e = _visibles.RawList.Count; i < e; ++i ) {
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depth = RecursivePlaceIsoObject(_visibles.RawList[i], depth);
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for ( int i = 0, e = _visibles.Count; i < e; ++i ) {
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depth = RecursivePlaceIsoObject(_visibles[i], depth);
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}
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}
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@@ -633,9 +633,9 @@ namespace IsoTools {
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return depth;
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}
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iso_object.Internal.Placed = true;
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var self_depends_l = iso_object.Internal.SelfDepends.RawList;
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for ( int i = 0, e = self_depends_l.Count; i < e; ++i ) {
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depth = RecursivePlaceIsoObject(self_depends_l[i], depth);
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var self_depends = iso_object.Internal.SelfDepends;
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for ( int i = 0, e = self_depends.Count; i < e; ++i ) {
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depth = RecursivePlaceIsoObject(self_depends[i], depth);
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}
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if ( iso_object.mode == IsoObject.Mode.Mode3d ) {
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var zoffset = iso_object.Internal.Offset3d;
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