/// <summary> /// Transition player through an exterior door into building interior. /// </summary> /// <param name="doorOwner">Parent transform owning door array.</param> /// <param name="door">Exterior door player clicked on.</param> public void TransitionInterior(Transform doorOwner, StaticDoor door) { // Ensure we have component references if (!ReferenceComponents()) { return; } // Get current climate ClimateBases climateBase = ClimateBases.Temperate; if (playerGPS) { climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType); } // Layout interior // This needs to be done first so we know where the enter markers are GameObject newInterior = new GameObject(string.Format("DaggerfallInterior [Block={0}, Record={1}]", door.blockIndex, door.recordIndex)); newInterior.hideFlags = HideFlags.HideAndDontSave; interior = newInterior.AddComponent <DaggerfallInterior>(); interior.DoLayout(doorOwner, door, climateBase); // Position interior directly inside of exterior // This helps with finding closest enter/exit point relative to player position interior.transform.position = doorOwner.position + (Vector3)door.buildingMatrix.GetColumn(3); interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix); // Position player above closest enter marker Vector3 marker; if (!interior.FindClosestEnterMarker(transform.position, out marker)) { // Could not find an enter marker, probably not a valid interior Destroy(newInterior); return; } // Assign new interior to parent if (InteriorParent != null) { newInterior.transform.parent = InteriorParent.transform; } // Disable exterior parent if (ExteriorParent != null) { ExteriorParent.SetActive(false); } // Enable interior parent if (InteriorParent != null) { InteriorParent.SetActive(true); } // Cache some information about this interior buildingType = interior.BuildingData.BuildingType; // Set player to marker position // Not sure how to set facing here as player transitions to a marker, not a door // Could always find closest door and use that transform.position = marker + Vector3.up * (controller.height * 0.6f); SetStanding(); // Player is now inside building isPlayerInside = true; }
/// <summary> /// Transition player through an exterior door into building interior. /// </summary> /// <param name="doorOwner">Parent transform owning door array..</param> /// <param name="door">Exterior door player clicked on.</param> public void TransitionInterior(Transform doorOwner, StaticDoor door, bool doFade = false) { // Ensure we have component references if (!ReferenceComponents()) { return; } // Copy owner position to door // This ensures the door itself is all we need to reposition interior // Useful when loading a save and doorOwner is null (as outside world does not exist) if (doorOwner) { door.ownerPosition = doorOwner.position; door.ownerRotation = doorOwner.rotation; } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingInterior, door); // Get climate ClimateBases climateBase = ClimateBases.Temperate; if (OverrideLocation) { climateBase = OverrideLocation.Summary.Climate; } else if (playerGPS) { climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType); } // Layout interior // This needs to be done first so we know where the enter markers are GameObject newInterior = new GameObject(string.Format("DaggerfallInterior [Block={0}, Record={1}]", door.blockIndex, door.recordIndex)); newInterior.hideFlags = defaultHideFlags; interior = newInterior.AddComponent <DaggerfallInterior>(); // Try to layout interior // If we fail for any reason, use that old chestnut "this house has nothing of value" try { interior.DoLayout(doorOwner, door, climateBase); } catch { DaggerfallUI.AddHUDText(UserInterfaceWindows.HardStrings.thisHouseHasNothingOfValue); Destroy(newInterior); return; } // Position interior directly inside of exterior // This helps with finding closest enter/exit point relative to player position interior.transform.position = door.ownerPosition + (Vector3)door.buildingMatrix.GetColumn(3); interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix); // Position player above closest enter marker Vector3 marker; if (!interior.FindClosestEnterMarker(transform.position, out marker)) { // Could not find an enter marker, probably not a valid interior Destroy(newInterior); return; } // Enumerate all exterior doors belonging to this building DaggerfallStaticDoors exteriorStaticDoors = interior.ExteriorDoors; if (exteriorStaticDoors && doorOwner) { List <StaticDoor> buildingDoors = new List <StaticDoor>(); for (int i = 0; i < exteriorStaticDoors.Doors.Length; i++) { if (exteriorStaticDoors.Doors[i].recordIndex == door.recordIndex) { StaticDoor newDoor = exteriorStaticDoors.Doors[i]; newDoor.ownerPosition = doorOwner.position; newDoor.ownerRotation = doorOwner.rotation; buildingDoors.Add(newDoor); } } SetExteriorDoors(buildingDoors.ToArray()); } // Assign new interior to parent if (InteriorParent != null) { newInterior.transform.parent = InteriorParent.transform; } // Cache some information about this interior buildingType = interior.BuildingData.BuildingType; // Set player to marker position // TODO: Find closest door for player facing transform.position = marker + Vector3.up * (controller.height * 0.6f); SetStanding(); EnableInteriorParent(); // Raise event RaiseOnTransitionInteriorEvent(door, interior); // Fade in from black if (doFade) { DaggerfallUI.Instance.FadeHUDFromBlack(); } }
/// <summary> /// Transition player through an exterior door into building interior. /// </summary> /// <param name="doorOwner">Parent transform owning door array.</param> /// <param name="door">Exterior door player clicked on.</param> public void TransitionInterior(Transform doorOwner, StaticDoor door) { // Ensure we have component references if (!ReferenceComponents()) return; // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingInterior, door); // Get climate ClimateBases climateBase = ClimateBases.Temperate; if (OverrideLocation) { climateBase = OverrideLocation.Summary.Climate; } else if (playerGPS) { climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType); } // Layout interior // This needs to be done first so we know where the enter markers are GameObject newInterior = new GameObject(string.Format("DaggerfallInterior [Block={0}, Record={1}]", door.blockIndex, door.recordIndex)); newInterior.hideFlags = HideFlags.HideAndDontSave; interior = newInterior.AddComponent<DaggerfallInterior>(); interior.DoLayout(doorOwner, door, climateBase); // Position interior directly inside of exterior // This helps with finding closest enter/exit point relative to player position interior.transform.position = doorOwner.position + (Vector3)door.buildingMatrix.GetColumn(3); interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix); // Position player above closest enter marker Vector3 marker; if (!interior.FindClosestEnterMarker(transform.position, out marker)) { // Could not find an enter marker, probably not a valid interior Destroy(newInterior); return; } // Assign new interior to parent if (InteriorParent != null) newInterior.transform.parent = InteriorParent.transform; // Disable exterior parent if (ExteriorParent != null) ExteriorParent.SetActive(false); // Enable interior parent if (InteriorParent != null) InteriorParent.SetActive(true); // Cache some information about this interior buildingType = interior.BuildingData.BuildingType; // Set player to marker position // Not sure how to set facing here as player transitions to a marker, not a door // Could always find closest door and use that transform.position = marker + Vector3.up * (controller.height * 0.6f); SetStanding(); // Player is now inside building isPlayerInside = true; // Raise event RaiseOnTransitionInteriorEvent(door, interior); }
/// <summary> /// Transition player through an exterior door into building interior. /// </summary> /// <param name="doorOwner">Parent transform owning door array..</param> /// <param name="door">Exterior door player clicked on.</param> public void TransitionInterior(Transform doorOwner, StaticDoor door, bool doFade = false) { // Ensure we have component references if (!ReferenceComponents()) return; // Copy owner position to door // This ensures the door itself is all we need to reposition interior // Useful when loading a save and doorOwner is null (as outside world does not exist) if (doorOwner) { door.ownerPosition = doorOwner.position; door.ownerRotation = doorOwner.rotation; } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingInterior, door); // Get climate ClimateBases climateBase = ClimateBases.Temperate; if (OverrideLocation) climateBase = OverrideLocation.Summary.Climate; else if (playerGPS) climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType); // Layout interior // This needs to be done first so we know where the enter markers are GameObject newInterior = new GameObject(string.Format("DaggerfallInterior [Block={0}, Record={1}]", door.blockIndex, door.recordIndex)); newInterior.hideFlags = defaultHideFlags; interior = newInterior.AddComponent<DaggerfallInterior>(); // Try to layout interior // If we fail for any reason, use that old chestnut "this house has nothing of value" try { interior.DoLayout(doorOwner, door, climateBase); } catch { DaggerfallUI.AddHUDText(UserInterfaceWindows.HardStrings.thisHouseHasNothingOfValue); Destroy(newInterior); return; } // Position interior directly inside of exterior // This helps with finding closest enter/exit point relative to player position interior.transform.position = door.ownerPosition + (Vector3)door.buildingMatrix.GetColumn(3); interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix); // Position player above closest enter marker Vector3 marker; if (!interior.FindClosestEnterMarker(transform.position, out marker)) { // Could not find an enter marker, probably not a valid interior Destroy(newInterior); return; } // Enumerate all exterior doors belonging to this building DaggerfallStaticDoors exteriorStaticDoors = interior.ExteriorDoors; if (exteriorStaticDoors && doorOwner) { List<StaticDoor> buildingDoors = new List<StaticDoor>(); for (int i = 0; i < exteriorStaticDoors.Doors.Length; i++) { if (exteriorStaticDoors.Doors[i].recordIndex == door.recordIndex) { StaticDoor newDoor = exteriorStaticDoors.Doors[i]; newDoor.ownerPosition = doorOwner.position; newDoor.ownerRotation = doorOwner.rotation; buildingDoors.Add(newDoor); } } exteriorDoors = buildingDoors.ToArray(); } // Assign new interior to parent if (InteriorParent != null) newInterior.transform.parent = InteriorParent.transform; // Cache some information about this interior buildingType = interior.BuildingData.BuildingType; // Set player to marker position // TODO: Find closest door for player facing transform.position = marker + Vector3.up * (controller.height * 0.6f); SetStanding(); EnableInteriorParent(); // Raise event RaiseOnTransitionInteriorEvent(door, interior); // Fade in from black if (doFade) DaggerfallUI.Instance.FadeHUDFromBlack(); }
/// <summary> /// Transition player through an exterior door into building interior. /// </summary> /// <param name="doorOwner">Parent transform owning door array..</param> /// <param name="door">Exterior door player clicked on.</param> public void TransitionInterior(Transform doorOwner, StaticDoor door, bool doFade = false, bool start = true) { // Ensure we have component references if (!ReferenceComponents()) { return; } // Copy owner position to door // This ensures the door itself is all we need to reposition interior // Useful when loading a save and doorOwner is null (as outside world does not exist) if (doorOwner) { door.ownerPosition = doorOwner.position; door.ownerRotation = doorOwner.rotation; } if (!start) { // Update scene cache from serializable state for exterior->interior transition SaveLoadManager.CacheScene(world.SceneName); // Explicitly deregister all stateful objects since exterior isn't destroyed SaveLoadManager.DeregisterAllSerializableGameObjects(true); // Clear all stateful objects from world loose object tracking world.ClearStatefulLooseObjects(); } // Raise event RaiseOnPreTransitionEvent(TransitionType.ToBuildingInterior, door); // Ensure expired rooms are removed GameManager.Instance.PlayerEntity.RemoveExpiredRentedRooms(); // Get climate ClimateBases climateBase = ClimateBases.Temperate; if (OverrideLocation) { climateBase = OverrideLocation.Summary.Climate; } else if (playerGPS) { climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType); } // Layout interior // This needs to be done first so we know where the enter markers are GameObject newInterior = new GameObject(DaggerfallInterior.GetSceneName(playerGPS.CurrentLocation, door)); newInterior.hideFlags = defaultHideFlags; interior = newInterior.AddComponent <DaggerfallInterior>(); // Try to layout interior // If we fail for any reason, use that old chestnut "this house has nothing of value" try { interior.DoLayout(doorOwner, door, climateBase, buildingDiscoveryData); } catch { DaggerfallUI.AddHUDText(HardStrings.thisHouseHasNothingOfValue); Destroy(newInterior); return; } // Position interior directly inside of exterior // This helps with finding closest enter/exit point relative to player position interior.transform.position = door.ownerPosition + (Vector3)door.buildingMatrix.GetColumn(3); interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix); // Position player above closest enter marker Vector3 marker; if (!interior.FindClosestEnterMarker(transform.position, out marker)) { // Could not find an enter marker, probably not a valid interior Destroy(newInterior); return; } // Enumerate all exterior doors belonging to this building DaggerfallStaticDoors exteriorStaticDoors = interior.ExteriorDoors; if (exteriorStaticDoors && doorOwner) { List <StaticDoor> buildingDoors = new List <StaticDoor>(); for (int i = 0; i < exteriorStaticDoors.Doors.Length; i++) { if (exteriorStaticDoors.Doors[i].recordIndex == door.recordIndex) { StaticDoor newDoor = exteriorStaticDoors.Doors[i]; newDoor.ownerPosition = doorOwner.position; newDoor.ownerRotation = doorOwner.rotation; buildingDoors.Add(newDoor); } } SetExteriorDoors(buildingDoors.ToArray()); } // Assign new interior to parent if (InteriorParent != null) { newInterior.transform.parent = InteriorParent.transform; } // Cache some information about this interior buildingType = interior.BuildingData.BuildingType; factionID = interior.BuildingData.FactionId; // Set player to marker position // TODO: Find closest door for player facing transform.position = marker + Vector3.up * (controller.height * 0.6f); SetStanding(); EnableInteriorParent(); // Add quest resources GameObjectHelper.AddQuestResourceObjects(SiteTypes.Building, interior.transform, interior.EntryDoor.buildingKey); // Update serializable state from scene cache for exterior->interior transition (unless new/load game) if (!start) { SaveLoadManager.RestoreCachedScene(interior.name); } // Raise event RaiseOnTransitionInteriorEvent(door, interior); // Fade in from black if (doFade) { DaggerfallUI.Instance.FadeHUDFromBlack(); } }