Refactored code to be better separated (Rendering, Logic)

This commit is contained in:
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2026-04-26 11:33:54 +02:00
parent 798fe23bb6
commit c80367dccd
9 changed files with 191 additions and 85 deletions
+39
View File
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using Godot;
using System.Collections.Generic;
public class MultiMeshHandler
{
private Dictionary<string, MultiMeshInstance3D> multiMeshes;
public MultiMeshHandler(Dictionary<string, MultiMeshInstance3D> multiMeshes)
{
this.multiMeshes = multiMeshes;
}
public void Build(List<TileRenderData> tiles)
{
foreach (var mm in multiMeshes.Values)
mm.Multimesh.InstanceCount = 0;
var batches = new Dictionary<string, List<Transform3D>>();
foreach (var tile in tiles)
{
if (!batches.ContainsKey(tile.MeshKey))
batches[tile.MeshKey] = new List<Transform3D>();
batches[tile.MeshKey].Add(tile.Transform);
}
foreach (var kvp in batches)
{
var mm = multiMeshes[kvp.Key].Multimesh;
var list = kvp.Value;
mm.InstanceCount = list.Count;
for (int i = 0; i < list.Count; i++)
mm.SetInstanceTransform(i, list[i]);
}
}
}