Beispiel #1
0
        private void DrawSetupPaths(WADController controller)
        {
            EditorGUILayout.LabelField("Map Path");
            EditorGUILayout.LabelField(controller.MapPath);
            EditorGUILayout.LabelField("");

            if (GUILayout.Button("Generate Map"))
            {
                if (controller.Wad.textmapNames.Count > 1)
                {
                    var options = new GUIContent[controller.Wad.textmapNames.Count];
                    for (var i = 0; i < controller.Wad.textmapNames.Count; i++)
                    {
                        var name = controller.Wad.textmapNames[i];
                        options[i] = new GUIContent(name);
                    }

                    EditorUtility.DisplayCustomMenu(new Rect(0, 0, 100, 100), options, -1, MapSelectionCallback, controller);
                }
                else
                {
                    FinishCreation(0);
                }
            }

            if (selectedTextmap != -1)
            {
                var textmapId = selectedTextmap;
                selectedTextmap = -1;

                if (controller.transform.childCount == 0 ||
                    EditorUtility.DisplayDialog("This will clear everything under " + controller.name,
                                                "Is that OK?", "Clear old map"))
                {
                    var children = new List <GameObject>();
                    foreach (Transform child in controller.transform)
                    {
                        children.Add(child.gameObject);
                    }
                    children.ForEach(child => DestroyImmediate(child));

                    controller.Create(textmapId);
                }
            }
        }
Beispiel #2
0
        public void Create(int tmId, WADController wadMap)
        {
            textmaps = new List <TextMap>();

            var stream = File.OpenRead(filePath);

            var workingTitle = string.Empty;

            hooks = ReflectiveEnumerator.GetEnumerableOfType <WADHooks>();

            EditorUtility.DisplayProgressBar("Loading Map...", "Finding Lumps", 0.05f);

            for (var i = 0; i < header.entriesCount; i++)
            {
                stream.Seek(header.lumpDefsLocation + i * WADLoad.LUMP_HEADER_SIZE, SeekOrigin.Begin);

                var lumpHeaderData = new byte[WADLoad.LUMP_HEADER_SIZE];

                stream.Read(lumpHeaderData, 0, lumpHeaderData.Length);

                var lump = new Lump
                {
                    location = WADLoad.IntFromBytes(lumpHeaderData, 0),
                    size     = WADLoad.IntFromBytes(lumpHeaderData, 4),
                    name     = WADLoad.StringFromBytes(lumpHeaderData, 8, 8)
                };

                //TODO: figure out what to do with the rest of the lumps
                if (lump.name == "TEXTMAP")
                {
                    stream.Seek(lump.location, SeekOrigin.Begin);

                    var textMapData = new byte[lump.size];

                    stream.Read(textMapData, 0, textMapData.Length);

                    textmaps.Add(new TextMap(WADLoad.StringFromBytes(textMapData), workingTitle));
                }
                else
                {
                    workingTitle = lump.name;
                }
            }

            var textmap = textmaps[tmId];

            var sectorLines = new Dictionary <int, List <LineDef> >();

            for (var i = 0; i < textmap.sectors.Count; i++)
            {
                var sector = textmap.sectors[i];

                var sectorGo = new GameObject("Sector" + i);

                sectorGo.transform.parent = wadMap.transform;
            }

            EditorUtility.DisplayProgressBar("Loading Map...", "Building Walls", 0.5f);

            for (var i = 0; i < textmap.lineDefs.Count; i++)
            {
                var line = textmap.lineDefs[i];


                if (!sectorLines.ContainsKey((int)line.sidefrontRef.sector))
                {
                    sectorLines[(int)line.sidefrontRef.sector] = new List <LineDef>();
                }
                sectorLines[(int)line.sidefrontRef.sector].Add(line);

                if (line.sidebackRef != null)
                {
                    if (!sectorLines.ContainsKey((int)line.sidebackRef.sector))
                    {
                        sectorLines[(int)line.sidebackRef.sector] = new List <LineDef>();
                    }
                    sectorLines[(int)line.sidebackRef.sector].Add(line);
                }

                var miny = line.sidefrontRef.sectorRef.heightfloor;
                var maxy = line.sidefrontRef.sectorRef.heightceiling;

                var position = new Vector3((line.v1Ref.x + line.v2Ref.x) / 2f, miny + (maxy - miny) / 2f, (line.v1Ref.y + line.v2Ref.y) / 2f) / 64f;

                var rotation = Quaternion.FromToRotation(new Vector3(1, 0, 0),
                                                         new Vector3(line.v2Ref.x - line.v1Ref.x, 0, line.v2Ref.y - line.v1Ref.y).normalized);

                var scale = new Vector3(new Vector2(line.v2Ref.x - line.v1Ref.x, line.v2Ref.y - line.v1Ref.y).magnitude, maxy - miny, 1) / 64f;

                var textures = new Material[2];

                if (line.sidefrontRef.texturemiddle != "-" && !string.IsNullOrEmpty(line.sidefrontRef.texturemiddle))
                {
                    textures[0] = FileUtils.GetMaterial(line.sidefrontRef.texturemiddle);
                    textures[0] = textures[0] == null ? defaultMaterial : textures[0];
                }
                if (line.sidebackRef != null && line.sidebackRef.texturemiddle != "-" && !string.IsNullOrEmpty(line.sidebackRef.texturemiddle))
                {
                    textures[1] = FileUtils.GetMaterial(line.sidebackRef.texturemiddle);
                    textures[1] = textures[1] == null ? defaultMaterial : textures[1];
                }

                var walls = DrawUtils.CreateWall(position, rotation, scale,
                                                 new[] { textures[0] == null ? null : GameObject.Find("Sector" + line.sidefrontRef.sector).transform,
                                                         textures[1] == null ? null : wadMap.transform.Find("Sector" + line.sidebackRef.sector) }, textures);

                if (walls[0] != null)
                {
                    walls[0].name = "LineDef " + line.v1Ref.x + "," + line.v1Ref.y + " - " + line.v2Ref.x + "," + line.v2Ref.y;
                }
                if (walls[1] != null)
                {
                    walls[1].name = "LineDef " + line.v1Ref.x + "," + line.v1Ref.y + " - " + line.v2Ref.x + "," + line.v2Ref.y + " i";
                }

                //draw texturetop and texturebottom
                if (line.sidefrontRef != null && line.sidebackRef != null)
                {
                    Material   mat    = null;
                    GameObject result = null;
                    if (!string.IsNullOrEmpty(line.sidefrontRef.texturetop))
                    {
                        mat    = FileUtils.GetMaterial(line.sidefrontRef.texturetop);
                        result = DrawUtils.CreateTopWall(line.v1Ref, line.v2Ref,
                                                         GameObject.Find("Sector" + line.sidefrontRef.sector).transform,
                                                         mat == null ? defaultMaterial : mat,
                                                         line.sidefrontRef.sectorRef, line.sidebackRef.sectorRef);
                        result.name = "TextureTop " + line.v1Ref.x + "," + line.v1Ref.y + " - " + line.v2Ref.x + "," + line.v2Ref.y;
                    }
                    if (!string.IsNullOrEmpty(line.sidefrontRef.texturebottom))
                    {
                        mat    = FileUtils.GetMaterial(line.sidefrontRef.texturebottom);
                        result = DrawUtils.CreateBottomWall(line.v1Ref, line.v2Ref,
                                                            GameObject.Find("Sector" + line.sidefrontRef.sector).transform,
                                                            mat == null ? defaultMaterial : mat,
                                                            line.sidefrontRef.sectorRef, line.sidebackRef.sectorRef);
                        result.name = "TextureBottom " + line.v1Ref.x + "," + line.v1Ref.y + " - " + line.v2Ref.x + "," + line.v2Ref.y;
                    }
                }
            }

            EditorUtility.DisplayProgressBar("Loading Map...", "Building Floors", .7f);
            for (var i = 0; i < textmap.sectors.Count; i++)
            {
                var sector = textmap.sectors[i];

                var miny = sector.heightfloor;
                var maxy = sector.heightceiling;

                sectorLines[i] = DrawUtils.LineUpVerts(sectorLines[i]);

                try
                {
                    sector.drawablePolygon = new DrawablePolygon(textmap, sectorLines[i]);
                }
                catch (Exception e)
                {
                    Debug.LogError(e);
                    continue;
                }

                var floortexture   = FileUtils.GetMaterial(sector.texturefloor);
                var ceilingtexture = FileUtils.GetMaterial(sector.textureceiling);

                var floor = DrawUtils.CreateFloor(sector.drawablePolygon, miny, wadMap.transform.Find("Sector" + i), textmap, floortexture, "Sector " + i + " Floor");
                floor.AddComponent <MeshCollider>();

                var ceil = DrawUtils.CreateCeiling(sector.drawablePolygon, maxy, wadMap.transform.Find("Sector" + i), textmap, ceilingtexture, "Sector " + i + " Ceiling");
                ceil.AddComponent <MeshCollider>();
            }


            EditorUtility.DisplayProgressBar("Loading Map...", "Placing Things", .9f);

            for (var i = 0; i < textmap.things.Count; i++)
            {
                var thing = textmap.things[i];

                var thingObject = GameObject.Instantiate(WADController.objectPrefab);

                var sector = textmap.FindSector(thing.x, thing.y);

                var height = (thing.height / 64f) +
                             (sector != null ? sector.heightfloor / 64f : 0);

                thingObject.transform.position = new Vector3(thing.x / 64f, height + 0.5f, thing.y / 64f);

                var thingController = thingObject.GetComponent <ThingController>();
                thingController.thing       = thing;
                thingController.thingString = thing.ToString();

                thingObject.SetParent(wadMap.transform);

                foreach (var hook in hooks)
                {
                    hook.CreateThing(thing, thingObject.gameObject);
                }
            }
        }