Exemple #1
0
        /// <summary>
        /// Get a new Material based on climate.
        /// </summary>
        /// <param name="key">Material key.</param>
        /// <param name="climate">New climate base.</param>
        /// <param name="season">New season.</param>
        /// <param name="windowStyle">New window style.</param>
        /// <returns>New material.</returns>
        public Material ChangeClimate(int key, ClimateBases climate, ClimateSeason season, WindowStyle windowStyle)
        {
            // Ready check
            if (!IsReady)
            {
                return(null);
            }

            // Reverse key and apply climate
            int archive, record, frame;

            ReverseTextureKey(key, out archive, out record, out frame);
            archive = ClimateSwaps.ApplyClimate(archive, record, climate, season);

            // Get new material
            Material       material;
            CachedMaterial cm = GetMaterialFromCache(archive, record, out material);

            // Handle windows
            if (cm.isWindow)
            {
                ChangeWindowEmissionColor(material, windowStyle);
            }

            return(material);
        }
        private Material GetMaterial(RuntimeMaterial runtimeMaterial, ClimateBases climate, ClimateSeason season)
        {
            int archive = runtimeMaterial.Archive;
            int record  = runtimeMaterial.Record;

            if (runtimeMaterial.ApplyClimate)
            {
                archive = ClimateSwaps.ApplyClimate(archive, record, climate, season);
            }

            return(DaggerfallUnity.Instance.MaterialReader.GetMaterial(archive, record));
        }
        private Material GetMaterial(RuntimeMaterial runtimeMaterial, DFLocation.ClimateBaseType climateBaseType, ClimateBases climate, ClimateSeason season, int[] dungeonTextureTable)
        {
            int archive = runtimeMaterial.Archive;
            int record = runtimeMaterial.Record;

            if (dungeonTextureTable != null)
                archive = DungeonTextureTables.ApplyTextureTable(archive, dungeonTextureTable, climateBaseType);

            if (runtimeMaterial.ApplyClimate)
                archive = ClimateSwaps.ApplyClimate(archive, record, climate, season);

            return DaggerfallUnity.Instance.MaterialReader.GetMaterial(archive, record);
        }