private IEnumerator UpdateLocation(int index, bool allowYield) { //int key = TerrainHelper.MakeTerrainKey(terrainArray[index].mapPixelX, terrainArray[index].mapPixelY); //int playerKey = TerrainHelper.MakeTerrainKey(MapPixelX, MapPixelY); //bool isPlayerTerrain = (key == playerKey); if (terrainArray[index].active && terrainArray[index].hasLocation && terrainArray[index].updateLocation) { // Disable update flag terrainArray[index].updateLocation = false; // Create location object DFLocation location; GameObject locationObject = CreateLocationGameObject(index, out location); if (locationObject) { // Add location object to list LocationDesc locationDesc = new LocationDesc(); locationDesc.locationObject = locationObject; locationDesc.mapPixelX = terrainArray[index].mapPixelX; locationDesc.mapPixelY = terrainArray[index].mapPixelY; locationList.Add(locationDesc); // Create billboard batch game objects for this location // Streaming world always batches for performance, regardless of options int natureArchive = ClimateSwaps.GetNatureArchive(LocalPlayerGPS.ClimateSettings.NatureSet, dfUnity.WorldTime.Now.SeasonValue); TextureAtlasBuilder miscBillboardAtlas = dfUnity.MaterialReader.MiscBillboardAtlas; DaggerfallBillboardBatch natureBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(natureArchive, locationObject.transform); DaggerfallBillboardBatch lightsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.LightsTextureArchive, locationObject.transform); DaggerfallBillboardBatch animalsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.AnimalsTextureArchive, locationObject.transform); DaggerfallBillboardBatch miscBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(miscBillboardAtlas.AtlasMaterial, locationObject.transform); // Set hide flags natureBillboardBatch.hideFlags = defaultHideFlags; lightsBillboardBatch.hideFlags = defaultHideFlags; animalsBillboardBatch.hideFlags = defaultHideFlags; miscBillboardBatch.hideFlags = defaultHideFlags; // RMB blocks are laid out in centre of terrain to align with ground //int width = location.Exterior.ExteriorData.Width; //int height = location.Exterior.ExteriorData.Height; //float offsetX = ((8 * RMBLayout.RMBSide) - (width * RMBLayout.RMBSide)) / 2; //float offsetZ = ((8 * RMBLayout.RMBSide) - (height * RMBLayout.RMBSide)) / 2; //Vector3 origin = new Vector3(offsetX, 2.0f * MeshReader.GlobalScale, offsetZ); // Position RMB blocks inside terrain area int width = location.Exterior.ExteriorData.Width; int height = location.Exterior.ExteriorData.Height; DFPosition tilePos = TerrainHelper.GetLocationTerrainTileOrigin(width, height); Vector3 origin = new Vector3(tilePos.X * RMBLayout.RMBTileSide, 2.0f * MeshReader.GlobalScale, tilePos.Y * RMBLayout.RMBTileSide); // Get location data DaggerfallLocation dfLocation = locationObject.GetComponent<DaggerfallLocation>(); // Perform layout and yield after each block is placed for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { // Set block origin for billboard batches // This causes next additions to be offset by this position Vector3 blockOrigin = origin + new Vector3((x * RMBLayout.RMBSide), 0, (y * RMBLayout.RMBSide)); natureBillboardBatch.BlockOrigin = blockOrigin; lightsBillboardBatch.BlockOrigin = blockOrigin; animalsBillboardBatch.BlockOrigin = blockOrigin; miscBillboardBatch.BlockOrigin = blockOrigin; // Add block and yield string blockName = dfUnity.ContentReader.BlockFileReader.CheckName(dfUnity.ContentReader.MapFileReader.GetRmbBlockName(ref location, x, y)); GameObject go = GameObjectHelper.CreateRMBBlockGameObject( blockName, false, dfUnity.Option_CityBlockPrefab, natureBillboardBatch, lightsBillboardBatch, animalsBillboardBatch, miscBillboardAtlas, miscBillboardBatch); go.hideFlags = defaultHideFlags; go.transform.parent = locationObject.transform; go.transform.localPosition = blockOrigin; dfLocation.ApplyClimateSettings(); if (allowYield) yield return new WaitForEndOfFrame(); } } // Apply billboard batches natureBillboardBatch.Apply(); lightsBillboardBatch.Apply(); animalsBillboardBatch.Apply(); miscBillboardBatch.Apply(); } } else if (terrainArray[index].active) { //if (playerKey == key && repositionMethod != RepositionMethods.None) //{ // //PositionPlayerToTerrain(MapPixelX, MapPixelY, Vector3.zero); // //repositionPlayer = false; //} } }
private IEnumerator UpdateLocation(int index, bool allowYield) { int key = TerrainHelper.MakeTerrainKey(terrainArray[index].mapPixelX, terrainArray[index].mapPixelY); int playerKey = TerrainHelper.MakeTerrainKey(MapPixelX, MapPixelY); bool isPlayerTerrain = (key == playerKey); if (terrainArray[index].active && terrainArray[index].hasLocation && terrainArray[index].updateLocation) { // Disable update flag terrainArray[index].updateLocation = false; // Create location object DFLocation location; GameObject locationObject = CreateLocationGameObject(index, out location); if (locationObject) { // Add location object to dictionary LocationDesc locationDesc = new LocationDesc(); locationDesc.locationObject = locationObject; locationDesc.mapPixelX = terrainArray[index].mapPixelX; locationDesc.mapPixelY = terrainArray[index].mapPixelY; locationList.Add(locationDesc); // Create billboard batch game objects for this location // Streaming world always batches for performance, regardless of options int natureArchive = ClimateSwaps.GetNatureArchive(LocalPlayerGPS.ClimateSettings.NatureSet, dfUnity.WorldTime.Now.SeasonValue); TextureAtlasBuilder miscBillboardAtlas = dfUnity.MaterialReader.MiscBillboardAtlas; DaggerfallBillboardBatch natureBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(natureArchive, locationObject.transform); DaggerfallBillboardBatch lightsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.LightsTextureArchive, locationObject.transform); DaggerfallBillboardBatch animalsBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(TextureReader.AnimalsTextureArchive, locationObject.transform); DaggerfallBillboardBatch miscBillboardBatch = GameObjectHelper.CreateBillboardBatchGameObject(miscBillboardAtlas.AtlasMaterial, locationObject.transform); // Set hide flags natureBillboardBatch.hideFlags = HideFlags.HideAndDontSave; lightsBillboardBatch.hideFlags = HideFlags.HideAndDontSave; animalsBillboardBatch.hideFlags = HideFlags.HideAndDontSave; miscBillboardBatch.hideFlags = HideFlags.HideAndDontSave; // RMB blocks are laid out in centre of terrain to align with ground int width = location.Exterior.ExteriorData.Width; int height = location.Exterior.ExteriorData.Height; float offsetX = ((8 * RMBLayout.RMBSide) - (width * RMBLayout.RMBSide)) / 2; float offsetZ = ((8 * RMBLayout.RMBSide) - (height * RMBLayout.RMBSide)) / 2; Vector3 origin = new Vector3(offsetX, 2.0f * MeshReader.GlobalScale, offsetZ); // Get location data DaggerfallLocation dfLocation = locationObject.GetComponent <DaggerfallLocation>(); // Perform layout and yield after each block is placed for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { // Set block origin for billboard batches // This causes next additions to be offset by this position Vector3 blockOrigin = origin + new Vector3((x * RMBLayout.RMBSide), 0, (y * RMBLayout.RMBSide)); natureBillboardBatch.BlockOrigin = blockOrigin; lightsBillboardBatch.BlockOrigin = blockOrigin; animalsBillboardBatch.BlockOrigin = blockOrigin; miscBillboardBatch.BlockOrigin = blockOrigin; // Add block and yield string blockName = dfUnity.ContentReader.BlockFileReader.CheckName(dfUnity.ContentReader.MapFileReader.GetRmbBlockName(ref location, x, y)); GameObject go = GameObjectHelper.CreateRMBBlockGameObject( blockName, false, dfUnity.Option_CityBlockPrefab, natureBillboardBatch, lightsBillboardBatch, animalsBillboardBatch, miscBillboardAtlas, miscBillboardBatch); go.hideFlags = HideFlags.HideAndDontSave; go.transform.parent = locationObject.transform; go.transform.localPosition = blockOrigin; dfLocation.ApplyClimateSettings(); if (allowYield) { yield return(new WaitForEndOfFrame()); } } } // If this is the player terrain we may need to reposition player if (isPlayerTerrain && repositionPlayer) { // Position to location and use start marker for large cities bool useStartMarker = (dfLocation.Summary.LocationType == DFRegion.LocationTypes.TownCity); PositionPlayerToLocation(MapPixelX, MapPixelY, dfLocation, origin, width, height, useStartMarker); repositionPlayer = false; } // Apply billboard batches natureBillboardBatch.Apply(); lightsBillboardBatch.Apply(); animalsBillboardBatch.Apply(); miscBillboardBatch.Apply(); } } else if (terrainArray[index].active) { if (playerKey == key && repositionPlayer) { PositionPlayerToTerrain(MapPixelX, MapPixelY, Vector3.zero); repositionPlayer = false; } } }