mirror of
https://github.com/BlackMATov/unity-iso-tools.git
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fix sorting with custom tiles
This commit is contained in:
1768
Assets/IsoTools/Examples/Prefabs/Tests/Model_1x1x1.prefab
Normal file
1768
Assets/IsoTools/Examples/Prefabs/Tests/Model_1x1x1.prefab
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File diff suppressed because it is too large
Load Diff
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m_ParentPrefab: {fileID: 100100000, guid: c1b9b2ad3a021c549aa9190df3101248, type: 2}
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m_IsPrefabParent: 0
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propertyPath: m_LocalPosition.z
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value: 1
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 11417528, guid: c1b9b2ad3a021c549aa9190df3101248, type: 2}
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propertyPath: _position.x
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 11417528, guid: c1b9b2ad3a021c549aa9190df3101248, type: 2}
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propertyPath: _position.y
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 11417528, guid: c1b9b2ad3a021c549aa9190df3101248, type: 2}
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propertyPath: _position.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 11417528, guid: c1b9b2ad3a021c549aa9190df3101248, type: 2}
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propertyPath: _isShowBounds
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value: 1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_ParentPrefab: {fileID: 100100000, guid: c1b9b2ad3a021c549aa9190df3101248, type: 2}
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m_IsPrefabParent: 0
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||||
@@ -166,11 +166,11 @@ namespace IsoTools {
|
||||
public class InternalState {
|
||||
public bool Dirty = false;
|
||||
public bool Visited = false;
|
||||
public Rect IsoRect = new Rect();
|
||||
public Rect ScreenRect = new Rect();
|
||||
public Bounds Bounds3d = new Bounds();
|
||||
public float Offset3d = 0.0f;
|
||||
public Vector3 MinSector = Vector3.zero;
|
||||
public Vector3 MaxSector = Vector3.zero;
|
||||
public Vector2 MinSector = Vector2.zero;
|
||||
public Vector2 MaxSector = Vector2.zero;
|
||||
public HashSet<IsoObject> SelfDepends = new HashSet<IsoObject>();
|
||||
public HashSet<IsoObject> TheirDepends = new HashSet<IsoObject>();
|
||||
}
|
||||
@@ -228,7 +228,7 @@ namespace IsoTools {
|
||||
transform.position = IsoUtils.Vec3ChangeZ(
|
||||
isoWorld.IsoToScreen(position),
|
||||
transform.position.z);
|
||||
FixInternalIsoRect();
|
||||
FixScreenRect();
|
||||
}
|
||||
FixLastProperties();
|
||||
MartDirtyIsoWorld();
|
||||
@@ -242,13 +242,13 @@ namespace IsoTools {
|
||||
}
|
||||
}
|
||||
|
||||
void FixInternalIsoRect() {
|
||||
void FixScreenRect() {
|
||||
if ( isoWorld ) {
|
||||
var l = isoWorld.IsoToScreen(position + IsoUtils.Vec3FromY(size.y)).x;
|
||||
var r = isoWorld.IsoToScreen(position + IsoUtils.Vec3FromX(size.x)).x;
|
||||
var b = isoWorld.IsoToScreen(position).y;
|
||||
var t = isoWorld.IsoToScreen(position + size).y;
|
||||
Internal.IsoRect = new Rect(l, t, r - l, t - b);
|
||||
Internal.ScreenRect = new Rect(l, b, r - l, t - b);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -311,7 +311,6 @@ namespace IsoTools {
|
||||
void OnDrawGizmos() {
|
||||
if ( isShowBounds && isoWorld ) {
|
||||
IsoUtils.DrawCube(isoWorld, position + size * 0.5f, size, Color.red);
|
||||
IsoUtils.DrawRect(isoWorld, Internal.IsoRect, transform.position.z, Color.green);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -164,6 +164,18 @@ namespace IsoTools {
|
||||
// Div
|
||||
// -----------------------------
|
||||
|
||||
public static Vector2 Vec2Div(Vector2 a, float b) {
|
||||
return new Vector2(
|
||||
a.x / b,
|
||||
a.y / b);
|
||||
}
|
||||
|
||||
public static Vector2 Vec2Div(Vector2 a, Vector2 b) {
|
||||
return new Vector2(
|
||||
a.x / b.x,
|
||||
a.y / b.y);
|
||||
}
|
||||
|
||||
public static Vector3 Vec3Div(Vector3 a, float b) {
|
||||
return new Vector3(
|
||||
a.x / b,
|
||||
@@ -182,6 +194,14 @@ namespace IsoTools {
|
||||
// DivCeil
|
||||
// -----------------------------
|
||||
|
||||
public static Vector2 Vec2DivCeil(Vector2 a, float b) {
|
||||
return Vec2Ceil(Vec2Div(a, b));
|
||||
}
|
||||
|
||||
public static Vector2 Vec2DivCeil(Vector2 a, Vector2 b) {
|
||||
return Vec2Ceil(Vec2Div(a, b));
|
||||
}
|
||||
|
||||
public static Vector3 Vec3DivCeil(Vector3 a, float b) {
|
||||
return Vec3Ceil(Vec3Div(a, b));
|
||||
}
|
||||
@@ -193,7 +213,15 @@ namespace IsoTools {
|
||||
// -----------------------------
|
||||
// DivFloor
|
||||
// -----------------------------
|
||||
|
||||
|
||||
public static Vector2 Vec2DivFloor(Vector2 a, float b) {
|
||||
return Vec2Floor(Vec2Div(a, b));
|
||||
}
|
||||
|
||||
public static Vector2 Vec2DivFloor(Vector2 a, Vector2 b) {
|
||||
return Vec2Floor(Vec2Div(a, b));
|
||||
}
|
||||
|
||||
public static Vector3 Vec3DivFloor(Vector3 a, float b) {
|
||||
return Vec3Floor(Vec3Div(a, b));
|
||||
}
|
||||
@@ -205,11 +233,19 @@ namespace IsoTools {
|
||||
// -----------------------------
|
||||
// DivRound
|
||||
// -----------------------------
|
||||
|
||||
|
||||
public static Vector2 Vec2DivRound(Vector2 a, float b) {
|
||||
return Vec2Round(Vec2Div(a, b));
|
||||
}
|
||||
|
||||
public static Vector2 Vec2DivRound(Vector2 a, Vector2 b) {
|
||||
return Vec2Round(Vec2Div(a, b));
|
||||
}
|
||||
|
||||
public static Vector3 Vec3DivRound(Vector3 a, float b) {
|
||||
return Vec3Round(Vec3Div(a, b));
|
||||
}
|
||||
|
||||
|
||||
public static Vector3 Vec3DivRound(Vector3 a, Vector3 b) {
|
||||
return Vec3Round(Vec3Div(a, b));
|
||||
}
|
||||
|
||||
@@ -28,9 +28,9 @@ namespace IsoTools {
|
||||
|
||||
List<Sector> _sectors = new List<Sector>();
|
||||
float _sectorsSize = 0.0f;
|
||||
Vector3 _sectorsMinNumPos = Vector3.zero;
|
||||
Vector3 _sectorsMaxNumPos = Vector3.zero;
|
||||
Vector3 _sectorsNumPosCount = Vector3.zero;
|
||||
Vector2 _sectorsMinNumPos = Vector2.zero;
|
||||
Vector2 _sectorsMaxNumPos = Vector2.zero;
|
||||
Vector2 _sectorsNumPosCount = Vector2.zero;
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
//
|
||||
@@ -238,110 +238,48 @@ namespace IsoTools {
|
||||
|
||||
bool IsIsoObjectDepends(IsoObject a, IsoObject b) {
|
||||
return
|
||||
a.Internal.IsoRect.Overlaps(b.Internal.IsoRect) &&
|
||||
a.Internal.ScreenRect.Overlaps(b.Internal.ScreenRect) &&
|
||||
IsIsoObjectDepends(a.position, a.size, b.position, b.size);
|
||||
}
|
||||
|
||||
int SectorIndex(Vector3 num_pos) {
|
||||
return Mathf.FloorToInt(
|
||||
num_pos.x + _sectorsNumPosCount.x * (num_pos.y + num_pos.z * _sectorsNumPosCount.y));
|
||||
int SectorIndex(Vector2 num_pos) {
|
||||
return Mathf.FloorToInt(num_pos.x + _sectorsNumPosCount.x * num_pos.y);
|
||||
}
|
||||
|
||||
Vector3 SectorNumPos(int index) {
|
||||
var mz = _sectorsNumPosCount.x * _sectorsNumPosCount.y;
|
||||
var my = _sectorsNumPosCount.x;
|
||||
var vz = Mathf.FloorToInt(index / mz);
|
||||
var vy = Mathf.FloorToInt((index - vz * mz) / my);
|
||||
var vx = Mathf.FloorToInt(index - vz * mz - vy * my);
|
||||
return new Vector3(vx, vy, vz);
|
||||
}
|
||||
|
||||
Sector FindSector(Vector3 num_pos) {
|
||||
if ( num_pos.x < 0 || num_pos.y < 0 || num_pos.z < 0 ) {
|
||||
Sector FindSector(Vector2 num_pos) {
|
||||
if ( num_pos.x < 0 || num_pos.y < 0 ) {
|
||||
return null;
|
||||
}
|
||||
if ( num_pos.x >= _sectorsNumPosCount.x || num_pos.y >= _sectorsNumPosCount.y || num_pos.z >= _sectorsNumPosCount.z ) {
|
||||
if ( num_pos.x >= _sectorsNumPosCount.x || num_pos.y >= _sectorsNumPosCount.y ) {
|
||||
return null;
|
||||
}
|
||||
return _sectors[SectorIndex(num_pos)];
|
||||
}
|
||||
|
||||
void LookUpSectorDepends(Vector3 num_pos, IsoObject obj_a) {
|
||||
var ms = FindSector(num_pos);
|
||||
if ( ms != null ) {
|
||||
LookUpSectorDepends(ms, obj_a);
|
||||
var s1 = FindSector(num_pos + new Vector3(-1, 0, 0));
|
||||
var s2 = FindSector(num_pos + new Vector3( 0, -1, 0));
|
||||
var s3 = FindSector(num_pos + new Vector3(-1, -1, 0));
|
||||
if ( s1 != null ) LookUpSectorDepends(s1, obj_a);
|
||||
if ( s2 != null ) LookUpSectorDepends(s2, obj_a);
|
||||
if ( s3 != null ) LookUpSectorDepends(s3, obj_a);
|
||||
for ( var i = 0; i <= _sectorsNumPosCount.z; ++i ) {
|
||||
var ss1 = FindSector(num_pos + new Vector3( 0 - i, 0 - i, i + 1));
|
||||
var ss2 = FindSector(num_pos + new Vector3(-1 - i, 0 - i, i + 1));
|
||||
var ss3 = FindSector(num_pos + new Vector3( 0 - i, -1 - i, i + 1));
|
||||
var ss4 = FindSector(num_pos + new Vector3(-1 - i, -1 - i, i + 1));
|
||||
var ss5 = FindSector(num_pos + new Vector3(-2 - i, -1 - i, i + 1));
|
||||
var ss6 = FindSector(num_pos + new Vector3(-1 - i, -2 - i, i + 1));
|
||||
var ss7 = FindSector(num_pos + new Vector3(-2 - i, -2 - i, i + 1));
|
||||
if ( ss1 != null ) LookUpSectorDepends(ss1, obj_a);
|
||||
if ( ss2 != null ) LookUpSectorDepends(ss2, obj_a);
|
||||
if ( ss3 != null ) LookUpSectorDepends(ss3, obj_a);
|
||||
if ( ss4 != null ) LookUpSectorDepends(ss4, obj_a);
|
||||
if ( ss5 != null ) LookUpSectorDepends(ss5, obj_a);
|
||||
if ( ss6 != null ) LookUpSectorDepends(ss6, obj_a);
|
||||
if ( ss7 != null ) LookUpSectorDepends(ss7, obj_a);
|
||||
void LookUpSectorDepends(Vector2 num_pos, IsoObject obj_a) {
|
||||
var sec = FindSector(num_pos);
|
||||
if ( sec != null ) {
|
||||
var sec_objects_iter = sec.objects.GetEnumerator();
|
||||
while ( sec_objects_iter.MoveNext() ) {
|
||||
var obj_b = sec_objects_iter.Current;
|
||||
if ( obj_a != obj_b && !obj_b.Internal.Dirty && IsIsoObjectDepends(obj_a, obj_b) ) {
|
||||
obj_a.Internal.SelfDepends.Add(obj_b);
|
||||
obj_b.Internal.TheirDepends.Add(obj_a);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LookUpSectorDepends(Sector sec, IsoObject obj_a) {
|
||||
var sec_objects_iter = sec.objects.GetEnumerator();
|
||||
while ( sec_objects_iter.MoveNext() ) {
|
||||
var obj_b = sec_objects_iter.Current;
|
||||
if ( obj_a != obj_b && !obj_b.Internal.Dirty && IsIsoObjectDepends(obj_a, obj_b) ) {
|
||||
obj_a.Internal.SelfDepends.Add(obj_b);
|
||||
obj_b.Internal.TheirDepends.Add(obj_a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LookUpSectorRDepends(Vector3 num_pos, IsoObject obj_a) {
|
||||
var ms = FindSector(num_pos);
|
||||
if ( ms != null ) {
|
||||
LookUpSectorRDepends(ms, obj_a);
|
||||
var s1 = FindSector(num_pos + new Vector3( 1, 0, 0));
|
||||
var s2 = FindSector(num_pos + new Vector3( 0, 1, 0));
|
||||
var s3 = FindSector(num_pos + new Vector3( 1, 1, 0));
|
||||
if ( s1 != null ) LookUpSectorRDepends(s1, obj_a);
|
||||
if ( s2 != null ) LookUpSectorRDepends(s2, obj_a);
|
||||
if ( s3 != null ) LookUpSectorRDepends(s3, obj_a);
|
||||
for ( var i = 0; i <= _sectorsNumPosCount.z; ++i ) {
|
||||
var ss1 = FindSector(num_pos + new Vector3( 0 + i, 0 + i, -i - 1));
|
||||
var ss2 = FindSector(num_pos + new Vector3( 1 + i, 0 + i, -i - 1));
|
||||
var ss3 = FindSector(num_pos + new Vector3( 0 + i, 1 + i, -i - 1));
|
||||
var ss4 = FindSector(num_pos + new Vector3( 1 + i, 1 + i, -i - 1));
|
||||
var ss5 = FindSector(num_pos + new Vector3( 2 + i, 1 + i, -i - 1));
|
||||
var ss6 = FindSector(num_pos + new Vector3( 1 + i, 2 + i, -i - 1));
|
||||
var ss7 = FindSector(num_pos + new Vector3( 2 + i, 2 + i, -i - 1));
|
||||
if ( ss1 != null ) LookUpSectorRDepends(ss1, obj_a);
|
||||
if ( ss2 != null ) LookUpSectorRDepends(ss2, obj_a);
|
||||
if ( ss3 != null ) LookUpSectorRDepends(ss3, obj_a);
|
||||
if ( ss4 != null ) LookUpSectorRDepends(ss4, obj_a);
|
||||
if ( ss5 != null ) LookUpSectorRDepends(ss5, obj_a);
|
||||
if ( ss6 != null ) LookUpSectorRDepends(ss6, obj_a);
|
||||
if ( ss7 != null ) LookUpSectorRDepends(ss7, obj_a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LookUpSectorRDepends(Sector sec, IsoObject obj_a) {
|
||||
var sec_objects_iter = sec.objects.GetEnumerator();
|
||||
while ( sec_objects_iter.MoveNext() ) {
|
||||
var obj_b = sec_objects_iter.Current;
|
||||
if ( obj_a != obj_b && !obj_b.Internal.Dirty && IsIsoObjectDepends(obj_b, obj_a) ) {
|
||||
obj_b.Internal.SelfDepends.Add(obj_a);
|
||||
obj_a.Internal.TheirDepends.Add(obj_b);
|
||||
void LookUpSectorRDepends(Vector2 num_pos, IsoObject obj_a) {
|
||||
var sec = FindSector(num_pos);
|
||||
if ( sec != null ) {
|
||||
var sec_objects_iter = sec.objects.GetEnumerator();
|
||||
while ( sec_objects_iter.MoveNext() ) {
|
||||
var obj_b = sec_objects_iter.Current;
|
||||
if ( obj_a != obj_b && !obj_b.Internal.Dirty && IsIsoObjectDepends(obj_b, obj_a) ) {
|
||||
obj_b.Internal.SelfDepends.Add(obj_a);
|
||||
obj_a.Internal.TheirDepends.Add(obj_b);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -350,24 +288,22 @@ namespace IsoTools {
|
||||
_sectorsSize = 0.0f;
|
||||
var visibles_iter = _visibles.GetEnumerator();
|
||||
while ( visibles_iter.MoveNext() ) {
|
||||
_sectorsSize += IsoUtils.Vec3MaxF(visibles_iter.Current.size);
|
||||
_sectorsSize += IsoUtils.Vec2MaxF(visibles_iter.Current.Internal.ScreenRect.size);
|
||||
}
|
||||
_sectorsSize = Mathf.Round(Mathf.Max(3.0f, _sectorsSize / _visibles.Count));
|
||||
var min_sector_size = IsoToScreen(IsoUtils.vec3OneX).x - IsoToScreen(Vector3.zero).x;
|
||||
_sectorsSize = Mathf.Round(Mathf.Max(min_sector_size, _sectorsSize / _visibles.Count));
|
||||
}
|
||||
|
||||
void SetupObjectsSectors() {
|
||||
_sectorsMinNumPos = Vector3.zero;
|
||||
_sectorsMaxNumPos = Vector3.one;
|
||||
_sectorsMinNumPos = Vector2.zero;
|
||||
_sectorsMaxNumPos = Vector2.one;
|
||||
var visibles_iter = _visibles.GetEnumerator();
|
||||
while ( visibles_iter.MoveNext() ) {
|
||||
var iso_object = visibles_iter.Current;
|
||||
var max_size = IsoUtils.Vec3Max(Vector3.one, iso_object.size);
|
||||
var min_npos = IsoUtils.Vec3DivFloor(iso_object.position, _sectorsSize);
|
||||
var max_npos = IsoUtils.Vec3DivCeil(iso_object.position + max_size, _sectorsSize);
|
||||
_sectorsMinNumPos = IsoUtils.Vec3Min(_sectorsMinNumPos, min_npos);
|
||||
_sectorsMaxNumPos = IsoUtils.Vec3Max(_sectorsMaxNumPos, max_npos);
|
||||
iso_object.Internal.MinSector = min_npos;
|
||||
iso_object.Internal.MaxSector = max_npos;
|
||||
var iso_internal = visibles_iter.Current.Internal;
|
||||
iso_internal.MinSector = IsoUtils.Vec3DivFloor(iso_internal.ScreenRect.min, _sectorsSize);
|
||||
iso_internal.MaxSector = IsoUtils.Vec3DivCeil (iso_internal.ScreenRect.max, _sectorsSize);
|
||||
_sectorsMinNumPos = IsoUtils.Vec3Min(_sectorsMinNumPos, iso_internal.MinSector);
|
||||
_sectorsMaxNumPos = IsoUtils.Vec3Max(_sectorsMaxNumPos, iso_internal.MaxSector);
|
||||
}
|
||||
_sectorsNumPosCount = _sectorsMaxNumPos - _sectorsMinNumPos;
|
||||
}
|
||||
@@ -396,19 +332,18 @@ namespace IsoTools {
|
||||
iso_object.Internal.MaxSector -= _sectorsMinNumPos;
|
||||
var min = iso_object.Internal.MinSector;
|
||||
var max = iso_object.Internal.MaxSector;
|
||||
for ( var z = min.z; z < max.z; ++z ) {
|
||||
for ( var y = min.y; y < max.y; ++y ) {
|
||||
for ( var x = min.x; x < max.x; ++x ) {
|
||||
var sector = FindSector(new Vector3(x, y, z));
|
||||
var sector = FindSector(new Vector2(x, y));
|
||||
if ( sector != null ) {
|
||||
sector.objects.Add(iso_object);
|
||||
}
|
||||
}}}
|
||||
}}
|
||||
}
|
||||
}
|
||||
|
||||
void SetupSectors() {
|
||||
ResizeSectors(Mathf.FloorToInt(_sectorsNumPosCount.x * _sectorsNumPosCount.y * _sectorsNumPosCount.z));
|
||||
ResizeSectors(Mathf.FloorToInt(_sectorsNumPosCount.x * _sectorsNumPosCount.y));
|
||||
TuneSectors();
|
||||
}
|
||||
|
||||
@@ -495,13 +430,12 @@ namespace IsoTools {
|
||||
ClearIsoObjectDepends(obj_a);
|
||||
var min = obj_a.Internal.MinSector;
|
||||
var max = obj_a.Internal.MaxSector;
|
||||
for ( var z = min.z; z < max.z; ++z ) {
|
||||
for ( var y = min.y; y < max.y; ++y ) {
|
||||
for ( var x = min.x; x < max.x; ++x ) {
|
||||
var v = new Vector3(x, y, z);
|
||||
var v = new Vector2(x, y);
|
||||
LookUpSectorDepends(v, obj_a);
|
||||
LookUpSectorRDepends(v, obj_a);
|
||||
}}}
|
||||
}}
|
||||
}
|
||||
|
||||
void PlaceAllVisibles() {
|
||||
|
||||
Reference in New Issue
Block a user