大多数游戏开发项目都有一个精心设计的管线,将游戏资源打包在一起,并在运行时根据需要将其流入到内存中。如果您已经有这样的系统,便可以轻松将 NavData 与相同地块中使用的其他类型的游戏资源(如纹理和模型)一起打包。
成功生成运行后,您可以使用以下代码将每个地块的 NavData 作为原始数据进行访问,并将其复制到 unsigned int 8 或 char 的数组中。然后,您可以使用适合于管线的任何方法将该原始数据打包。
bool Generate() { ... // Launch the generation process using the configuration we set up. if (Kaim::Result::Fail(generator.Generate(generatorInputOutput))) { return false; } // Get a GeneratorSector object for each sector. // (we only generated one sector) Kaim::GeneratorSector* generatorSector = generatorInputOutput.GetSectorWithIndex(0); // Get the NavData. Kaim::NavData* pathDataPtr = generatorSector->GetNavData(); // Access the blob aggregate and retrieve its size. Kaim::BlobAggregate& aggregate = *pathDataPtr->m_blobAggregate; KyUInt32 aggregateSize = aggregate.ComputeByteSize(); // Allocate your own array. char* myArray = new char[aggregateSize]; // Copy the NavData there. aggregate.SaveToMemory(myArray); // Embed your copy into your own actor, an entity, or into your system. myLevel.m_navDataBlob = myArray; return true; }
在运行时将包含地块 NavData 的数据块加载到内存之后,您可以通过调用 NavData::LoadFromMemory() 并传递缓冲区,使用它来设置 NavData 对象。
class MyGameLevel { public: bool Initialize(Kaim::World* world); protected: Kaim::Ptr<Kaim::NavData> m_navData; char* m_navDataBlob; }; bool MyGameLevel::Initialize(Kaim::World* world) { // Instantiate and load the NavData from the buffer array m_navData = *KY_NEW Kaim::NavData; KyResult loadingResult = KY_ERROR; loadingResult = m_navData->LoadFromMemory(m_navDataBlob); // Check that the NavData have been correctly loaded if (KY_FAILED(loadingResult)) return false; // Add the NavData to the database m_navData->Init(world->GetDatabase(0)); m_navData->AddToDatabaseImmediate(); return true; }