UnityEngine.Vector3Int.Max(UnityEngine.Vector3Int, UnityEngine.Vector3Int)

Here are the examples of the csharp api UnityEngine.Vector3Int.Max(UnityEngine.Vector3Int, UnityEngine.Vector3Int) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

2 Examples 7

19 View Source File : LoadAsyncScene.cs
License : GNU Affero General Public License v3.0
Project Creator : AugustToko

private IEnumerator LoadRandomSceneDarkDebug(string sceneName)
        {
            GameManager.RandomSceneType = "A";

            EventCenter.Broadcast(EventType.BeginLoadScene);

            _async = SceneManager.LoadSceneAsync(sceneName);
            _async.allowSceneActivation = false;
            var loadMapDataDone = false;

            // 规模
            const int bigMapStep = 5000;
            const int playerPointMapStep = 200;

            var helper = ResourceLoader.RandomMapTypeDungeon.GetComponent<RandomMapHelper>();

            MapBuilder.InitBuilder(ref helper, ref TilemapLevelLite.PlayerRoomBuilder);
            MapBuilder.InitBuilder(ref helper, ref TilemapLevelLite.Builder);

            yield return TilemapLevelLite.Builder.MakeMapData(async () =>
            {
                var maxV3 = new Vector3Int(0, 0, 0);

                maxV3 = TilemapLevelLite.Builder.WallTop.Aggregate(maxV3, (current, v3) => Vector3Int.Max(v3, current));

                // 偏移
                maxV3 += new Vector3Int(50, 50, 0);

                await TilemapLevelLite.PlayerRoomBuilder.MakeMapData(
                    () =>
                    {
                        TilemapLevelLite.TransferPosPlayerRoom =
                            TilemapLevelLite.PlayerRoomBuilder.GetRandomPosOnRoad();

                        TilemapLevelLite.PlayerPos = TilemapLevelLite.PlayerRoomBuilder.GetRandomPosOnRoad();

                        TilemapLevelLite.TransferPosMainRoom = TilemapLevelLite.Builder.GetRandomPosOnRoad();

                        loadMapDataDone = true;
                    },
                    // 小房间规模 smallMapStep
                    maxV3, playerPointMapStep);

                // 大房间规模 bigMapStep
            }, Vector3Int.zero, bigMapStep);

            TilemapLevelLite.After = () =>
            {
                for (var i = 0; i < UnityEngine.Random.Range(3, 5); i++)
                {
                    TilemapLevelLite.bgObj.Add(Instantiate(ResourceLoader.Cloud, Vector3.zero,
                        Quaternion.Euler(Vector3.zero), UiManager.Instance.gameObject.transform));
                }

                GameObject.Find("GlobalLight").GetComponent<Light2D>().intensity = 0.2f;
            };

            while (!_async.isDone)
            {
                _progressValue = _async.progress < 0.9f ? _async.progress : 1.0f;

                _slider.value = _progressValue;
                _progress.text = (int) (_slider.value * 100) + " %";

                if (_progressValue >= 0.9 && loadMapDataDone)
                {
                    _slider.value = 1.0f;
                    _progress.text = "按任意键继续";

                    if (Input.anyKeyDown)
                    {
                        SceneUtil.NextSceneName = "";
                        _async.allowSceneActivation = true;
                        Resources.UnloadUnusedreplacedets();
                        GC.Collect();
                        Destroy(this);
                        Destroy(gameObject);
                    }
                }

                yield return null;
            }
        }

19 View Source File : UnityEngine_Vector3Int_Wrap.cs
License : MIT License
Project Creator : focus-creative-games

[Puerts.MonoPInvokeCallback(typeof(Puerts.V8FunctionCallback))]
        private static void F_Max(IntPtr isolate, IntPtr info, IntPtr self, int paramLen, long data)
        {
            try
            {
                
                
                
                {
                    
                    var argHelper0 = new Puerts.ArgumentHelper((int)data, isolate, info, 0);
                    var argHelper1 = new Puerts.ArgumentHelper((int)data, isolate, info, 1);
                    
                    
                    
                    {
                        
                        var Arg0 = argHelper0.Get<UnityEngine.Vector3Int>(false);
                        var Arg1 = argHelper1.Get<UnityEngine.Vector3Int>(false);
                        var result = UnityEngine.Vector3Int.Max(Arg0,Arg1);
                        
                        Puerts.ResultHelper.Set((int)data, isolate, info, result);
                        
                        
                    }
                }
                
                
            }
            catch (Exception e)
            {
                Puerts.PuertsDLL.ThrowException(isolate, "c# exception:" + e.Message + ",stack:" + e.StackTrace);
            }
        }