Ejemplo n.º 1
0
        public static GameObject CreateDaggerfallBlockGameObject(string blockName, Transform parent)
        {
            if (string.IsNullOrEmpty(blockName))
            {
                return(null);
            }

            blockName = blockName.ToUpper();
            GameObject go = null;

            if (blockName.EndsWith(".RMB"))
            {
                go = RMBLayout.CreateGameObject(blockName);
            }
            else if (blockName.EndsWith(".RDB"))
            {
                go = RDBLayout.CreateGameObject(blockName, false);
            }
            else
            {
                return(null);
            }

            if (parent)
            {
                go.transform.parent = parent;
            }

            return(go);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Layout RMB block gamne object from name only.
        /// This will be missing information like building data and should only be used standalone.
        /// </summary>
        public static GameObject CreateRMBBlockGameObject(
            string blockName,
            int layoutX,
            int layoutY,
            bool addGroundPlane          = true,
            DaggerfallRMBBlock cloneFrom = null,
            DaggerfallBillboardBatch natureBillboardBatch  = null,
            DaggerfallBillboardBatch lightsBillboardBatch  = null,
            DaggerfallBillboardBatch animalsBillboardBatch = null,
            TextureAtlasBuilder miscBillboardAtlas         = null,
            DaggerfallBillboardBatch miscBillboardBatch    = null,
            ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland,
            ClimateSeason climateSeason     = ClimateSeason.Summer)
        {
            // Get block data from name
            DFBlock blockData;

            if (!RMBLayout.GetBlockData(blockName, out blockData))
            {
                return(null);
            }

            // Create base object from block data
            GameObject go = CreateRMBBlockGameObject(
                blockData,
                layoutX,
                layoutY,
                addGroundPlane,
                cloneFrom,
                natureBillboardBatch,
                lightsBillboardBatch,
                animalsBillboardBatch,
                miscBillboardAtlas,
                miscBillboardBatch,
                climateNature,
                climateSeason);

            return(go);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Layout a complete RMB block game object.
        /// Can be used standalone or as part of a city build.
        /// </summary>
        public static GameObject CreateRMBBlockGameObject(
            string blockName,
            bool addGroundPlane          = true,
            DaggerfallRMBBlock cloneFrom = null,
            DaggerfallBillboardBatch natureBillboardBatch  = null,
            DaggerfallBillboardBatch lightsBillboardBatch  = null,
            DaggerfallBillboardBatch animalsBillboardBatch = null,
            TextureAtlasBuilder miscBillboardAtlas         = null,
            DaggerfallBillboardBatch miscBillboardBatch    = null,
            ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland,
            ClimateSeason climateSeason     = ClimateSeason.Summer)
        {
            // Get DaggerfallUnity
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            if (!dfUnity.IsReady)
            {
                return(null);
            }

            // Create base object
            DFBlock    blockData;
            GameObject go = RMBLayout.CreateBaseGameObject(blockName, out blockData, cloneFrom);

            // Create flats node
            GameObject flatsNode = new GameObject("Flats");

            flatsNode.transform.parent = go.transform;

            // Create lights node
            GameObject lightsNode = new GameObject("Lights");

            lightsNode.transform.parent = go.transform;

            // If billboard batching is enabled but user has not specified
            // a batch, then make our own auto batch for this block
            bool autoLightsBatch  = false;
            bool autoNatureBatch  = false;
            bool autoAnimalsBatch = false;

            if (dfUnity.Option_BatchBillboards)
            {
                if (natureBillboardBatch == null)
                {
                    autoNatureBatch = true;
                    int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason);
                    natureBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(natureArchive, flatsNode.transform);
                }
                if (lightsBillboardBatch == null)
                {
                    autoLightsBatch      = true;
                    lightsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.LightsTextureArchive, flatsNode.transform);
                }
                if (animalsBillboardBatch == null)
                {
                    autoAnimalsBatch      = true;
                    animalsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.AnimalsTextureArchive, flatsNode.transform);
                }
            }

            // Layout light billboards and gameobjects
            RMBLayout.AddLights(ref blockData, flatsNode.transform, lightsNode.transform, lightsBillboardBatch);

            // Layout nature billboards
            RMBLayout.AddNatureFlats(ref blockData, flatsNode.transform, natureBillboardBatch, climateNature, climateSeason);

            // Layout all other flats
            RMBLayout.AddMiscBlockFlats(ref blockData, flatsNode.transform, animalsBillboardBatch, miscBillboardAtlas, miscBillboardBatch);

            // Add ground plane
            if (addGroundPlane)
            {
                RMBLayout.AddGroundPlane(ref blockData, go.transform);
            }

            // Apply auto batches
            if (autoNatureBatch)
            {
                natureBillboardBatch.Apply();
            }
            if (autoLightsBatch)
            {
                lightsBillboardBatch.Apply();
            }
            if (autoAnimalsBatch)
            {
                animalsBillboardBatch.Apply();
            }

            return(go);
        }