Example #1
0
    private string getString(BMETA meta)
    {
        switch (meta)
        {
        case BMETA.PLATFORM_CHECKED: return("PC");

        case BMETA.PLATFORM_UNCHECKED: return("PU");

        case BMETA.BRIDGE_UNCHECKED: return("BU");

        case BMETA.BRIDGE_UD: return("UD");

        case BMETA.BRIDGE_LR: return("LR");

        default: return("  ");
        }
    }
Example #2
0
        public static void ExtractDXBARS()
        {
            Utilities.progressValue = 0;
            Utilities.progressDesc  = "Extracting BARS...";

            string barsDirectory  = GlobalDirectory.barsDirectoryDX;
            string bfwavDirectory = GlobalDirectory.bfwavDirectoryDX;
            string wavDirectory   = GlobalDirectory.wavDirectoryDX;

            Directory.CreateDirectory(barsDirectory);
            string[] barsFilepaths = Directory.GetFiles(barsDirectory, "*.bars");

            foreach (string barsFilepath in barsFilepaths)
            {
                string barsFile      = Path.GetFileNameWithoutExtension(barsFilepath);
                string characterName = string.Empty;

                if (Utilities.StringStartsWithAny(barsFile, "MenuDriver_"))
                {
                    characterName = barsFile.Remove(0, 11);
                }
                else if (Utilities.StringStartsWithAny(barsFile, "Driver_"))
                {
                    characterName = barsFile.Remove(0, 7);
                }

                Directory.CreateDirectory(bfwavDirectory + characterName);

                BMETA Bmta = new BMETA();
                Bmta.load(barsFilepath);
                Bmta.unpack(bfwavDirectory + characterName);
                Bmta.unpackWav(wavDirectory + characterName);

                Utilities.progressValue++;
            }
            Utilities.progressDesc = "Extraction Complete! Please close this window.";
        }
Example #3
0
    // bridge mesh generation algorithm
    public void generateBridgeMesh(int[,] map)
    {
        /* STEP ONE - INITIALIZATION
         * Initialize all relevant variables, e.g width/height etc.
         * Create the metadata map for use later down the line
         * The metadata map contains information that is relevant for bridge generation, e.g bridges and platforms */

        MapConfiguration config = GameObject.FindGameObjectWithTag("Map").GetComponent <MapConfiguration>();

        int   width      = config.width;
        int   height     = config.height;
        float wallHeight = config.wall_height;
        float cellSize   = config.cell_size;

        BMETA[,] bridgeMeta = new BMETA[width, height];

        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                switch (map[x, y])
                {
                case BRIDGE: bridgeMeta[x, y] = BMETA.BRIDGE_UNCHECKED; break;

                case PLATFORM: bridgeMeta[x, y] = BMETA.PLATFORM_UNCHECKED; break;

                default: bridgeMeta[x, y] = BMETA.NONE; break;
                }
            }
        }

        /* STEP TWO - BRIDGE ALGORITHM
         * It is important to determine which orientation each bridge should be before creating the bridge mesh
         * This algorithm checks up/down/left/right relative to each platform to determine which direction the bridges should face
         * Once it determines the direction, the algorithm steps in that direction, "building" bridge tiles until it reaches another platform */

        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                BMETA cell = bridgeMeta[x, y];
                if (cell == BMETA.PLATFORM_UNCHECKED)
                {
                    bridgeMeta[x, y] = BMETA.PLATFORM_CHECKED;

                    Dir build = Dir.NONE;
                    if (bridgeMeta[x - 1, y] == BMETA.BRIDGE_UNCHECKED)
                    {
                        build = Dir.LEFT;
                    }
                    else if (bridgeMeta[x + 1, y] == BMETA.BRIDGE_UNCHECKED)
                    {
                        build = Dir.RIGHT;
                    }
                    else if (bridgeMeta[x, y - 1] == BMETA.BRIDGE_UNCHECKED)
                    {
                        build = Dir.UP;
                    }
                    else if (bridgeMeta[x, y + 1] == BMETA.BRIDGE_UNCHECKED)
                    {
                        build = Dir.DOWN;
                    }

                    if (build == Dir.NONE)
                    {
                        continue;
                    }

                    int bx = build.toVector().x;
                    int by = build.toVector().y;

                    BMETA buildTile = bx != 0 ? BMETA.BRIDGE_LR : BMETA.BRIDGE_UD;
                    int   currx = x + bx, curry = y + by;
                    while (Pos.in_bounds(new Pos(currx, curry), width, height) && !shouldStopBuild(bridgeMeta[currx, curry]))
                    {
                        bridgeMeta[currx, curry] = buildTile;
                        currx += bx;
                        curry += by;
                    }
                }
            }
        }

        // optional debug

        /*string debugString = "";
         * for (int x = 0; x < width; x++) {
         *      for (int y = 0; y < height; y++)
         *              debugString += getString(bridgeMeta[x, y]);
         *      debugString += "\n";
         * }
         * Debug.Log(debugString);*/

        /* STEP 3 - MESH CREATION
         * Now that the orientation for each bridge tile has been determined, it's time to generate the mesh
         * Each in-world bridge tile will consist of:
         * 1: a base mesh, i.e what is on the ground level of the bridge.
         * 2: N leg meshes, stacked on top of each other. How many legs there are is based on how high the surface walls are
         * There are two types of bridge tiles; bridges and platforms.
         * Bridges have an orientation based on what metadata value they were assigned, while platforms are omnidirectional */

        List <int>     bridgeTriangles = new List <int>();
        List <Vector3> bridgeVertices  = new List <Vector3>();
        List <Vector2> bridgeUVs       = new List <Vector2>();

        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                Mesh baseMesh, legsMesh;
                switch (bridgeMeta[x, y])
                {
                case BMETA.PLATFORM_CHECKED:
                    baseMesh = platformBase;
                    legsMesh = platformLegs; break;

                case BMETA.BRIDGE_LR:                         // both bridge types use the same model
                case BMETA.BRIDGE_UD:
                    baseMesh = bridgeBase;
                    legsMesh = bridgeLegs; break;

                default:
                    continue;
                }

                // determines whether to rotate the model by 90 degress, depending on what type of bridge it is
                Quaternion rotation    = bridgeMeta[x, y] == BMETA.BRIDGE_LR ? Quaternion.Euler(0, 0, 0) : Quaternion.Euler(0, 90, 0);
                Vector3    translation = config.gridToWorld(new Pos(x, y));              // transforms mesh vertices to the in-world position they should be
                Vector3    scaling     = new Vector3(0.5f, 0.5f, 0.5f);                  // scaling is on 0.5 because I forgot to scale down my models in blender (oops!)
                Matrix4x4  transform   = Matrix4x4.TRS(translation, rotation, scaling);  // all of these transformations are cumulated into the transform matrix

                // copies the base mesh's vertices, transforms them, then adds them to the vertices list
                Vector3[] newBaseVerts = baseMesh.vertices.Clone() as Vector3[];
                for (int i = 0; i < newBaseVerts.Length; i++)
                {
                    newBaseVerts[i] = transform.MultiplyPoint3x4(newBaseVerts[i]);
                }
                // copies the triangles as well, simply adds the current vertex index count to each index value
                int[] newBaseTriangles = baseMesh.triangles.Clone() as int[];
                int   startingIndex    = bridgeVertices.Count;
                for (int i = 0; i < newBaseTriangles.Length; i++)
                {
                    newBaseTriangles[i] += startingIndex;
                }
                bridgeTriangles.AddRange(newBaseTriangles);
                bridgeVertices.AddRange(newBaseVerts);
                bridgeUVs.AddRange(baseMesh.uv);                 // uvs don't need to be modified

                // determines the height of the legs mesh, so we know how many times we need to tile it downwards
                float   legsYStart = (baseMesh.bounds.max.y - baseMesh.bounds.min.y) * 0.5f;
                float   legsYSpan  = (legsMesh.bounds.max.y - legsMesh.bounds.min.y) * 0.5f;               // scales by 0.5 because of aforementioned blender goof
                Vector3 legsPos    = translation + new Vector3(0, -legsYStart, 0);

                // performs the same operation we did for the base mesh for the legs mesh
                // tiles the legs downwards until they reach wallHeight
                while (legsPos.y > -wallHeight)
                {
                    transform = Matrix4x4.TRS(legsPos, rotation, scaling);

                    Vector3[] newLegsVerts = legsMesh.vertices.Clone() as Vector3[];
                    for (int i = 0; i < newLegsVerts.Length; i++)
                    {
                        newLegsVerts[i] = transform.MultiplyPoint3x4(newLegsVerts[i]);
                    }
                    int[] newLegsTriangles = legsMesh.triangles.Clone() as int[];
                    startingIndex = bridgeVertices.Count;
                    for (int i = 0; i < newLegsTriangles.Length; i++)
                    {
                        newLegsTriangles[i] += startingIndex;
                    }
                    bridgeTriangles.AddRange(newLegsTriangles);
                    bridgeVertices.AddRange(newLegsVerts);
                    bridgeUVs.AddRange(legsMesh.uv);

                    legsPos.y -= legsYSpan;
                }
            }
        }

        /* STEP 4 - GRADIENT GENERATION
         * So this code is copy-pasted from the MapMeshGenerator code
         * I would prefer this step to only happen once, and be written to an image somewhere for both bridges and surface to use
         * But for some god damn reason I can't seem to find a way to create a blank image with an alpha channel, so I have to do it in code
         * This gradient is used to create the lava/water/fog effect for the map shader */

        Renderer  rend    = GetComponent <Renderer>();
        Texture2D texture = new Texture2D(512, 1);

        texture.wrapMode = TextureWrapMode.Repeat;
        rend.material.SetTexture("_FluidGradient", texture);

        Color[] colors = new Color[512];
        for (int x = 0; x < 512; x++)
        {
            colors[x] = gradient.Evaluate((float)x / 512f);
        }

        texture.SetPixels(colors);
        texture.Apply(true);

        rend.material.SetTexture("_FOWTex", FogOfWar.fogTex);
        rend.material.SetVector("_MapWidthHeight", new Vector4(width, height, 0, 0));

        /* STEP 5 - FINALIZATION
         * Finally, we write our new vertices & triangles to the mesh filter */

        MeshFilter mf = GetComponent <MeshFilter>();

        // blank any existing triangles so that unity won't throw a fit when we set the new vertices
        mf.mesh.triangles   = null;
        mf.mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;         // by default, vertex indexing only goes up to 65536 (16-bit), which often isn't enough

        mf.mesh.vertices  = bridgeVertices.ToArray();
        mf.mesh.uv        = bridgeUVs.ToArray();
        mf.mesh.triangles = bridgeTriangles.ToArray();
        mf.mesh.RecalculateNormals();
        mf.mesh.RecalculateBounds();
    }
Example #4
0
 private bool shouldStopBuild(BMETA meta)
 {
     return(meta == BMETA.PLATFORM_CHECKED || meta == BMETA.PLATFORM_UNCHECKED || meta == BMETA.NONE);
 }