public static void AddNatureFlats(
            DaggerfallUnity dfUnity,
            ref DFBlock blockData,
            Transform parent = null,
            ClimateNatureSets climateNature = ClimateNatureSets.SubTropical,
            ClimateSeason climateSeason     = ClimateSeason.Summer)
        {
            int archive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason);

            // Add block scenery
            for (int y = 0; y < 16; y++)
            {
                for (int x = 0; x < 16; x++)
                {
                    // Get scenery item
                    DFBlock.RmbGroundScenery scenery = blockData.RmbBlock.FldHeader.GroundData.GroundScenery[x, 15 - y];

                    // Ignore 0 as this appears to be a marker/waypoint of some kind
                    if (scenery.TextureRecord > 0)
                    {
                        // Spawn billboard gameobject
                        GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(archive, scenery.TextureRecord, parent);
                        Vector3    billboardPosition = new Vector3(
                            x * BlocksFile.TileDimension,
                            NatureFlatsOffsetY,
                            y * BlocksFile.TileDimension + BlocksFile.TileDimension) * MeshReader.GlobalScale;

                        // Set transform
                        go.transform.position = billboardPosition;
                    }
                }
            }
        }
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        /// <summary>
        /// Add misc block flats.
        /// Batching is conditionally supported.
        /// </summary>
        public static void AddMiscBlockFlats(
            ref DFBlock blockData,
            Transform flatsParent,
            DaggerfallBillboardBatch animalsBillboardBatch = null,
            TextureAtlasBuilder miscBillboardsAtlas        = null,
            DaggerfallBillboardBatch miscBillboardsBatch   = null)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            if (!dfUnity.IsReady)
            {
                return;
            }

            // Add block flats
            foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords)
            {
                // Ignore lights as they are handled by AddLights()
                if (obj.TextureArchive == TextureReader.LightsTextureArchive)
                {
                    continue;
                }

                // Calculate position
                Vector3 billboardPosition = new Vector3(
                    obj.XPos,
                    -obj.YPos + blockFlatsOffsetY,
                    obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale;

                // Import custom 3d gameobject instead of flat
                if (MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, flatsParent) != null)
                {
                    continue;
                }

                // Use misc billboard atlas where available
                if (miscBillboardsAtlas != null && miscBillboardsBatch != null)
                {
                    TextureAtlasBuilder.AtlasItem item = miscBillboardsAtlas.GetAtlasItem(obj.TextureArchive, obj.TextureRecord);
                    if (item.key != -1)
                    {
                        miscBillboardsBatch.AddItem(item.rect, item.textureItem.size, item.textureItem.scale, billboardPosition);
                        continue;
                    }
                }

                // Add to batch where available
                if (obj.TextureArchive == TextureReader.AnimalsTextureArchive && animalsBillboardBatch != null)
                {
                    animalsBillboardBatch.AddItem(obj.TextureRecord, billboardPosition);
                    continue;
                }

                // Add standalone billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, flatsParent);
                go.transform.position = billboardPosition;
                AlignBillboardToBase(go);
            }
        }
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        private void AddRDBFlat(DFBlock.RdbObject obj, Transform parent)
        {
            int archive = obj.Resources.FlatResource.TextureArchive;
            int record  = obj.Resources.FlatResource.TextureRecord;

            // Spawn billboard gameobject
            GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(archive, record, parent, true);
            Vector3    billboardPosition = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;

            // Add RDB data to billboard
            DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();

            dfBillboard.SetResourceData(obj.Resources.FlatResource);

            // Set transform
            go.transform.position = billboardPosition;

            // Handle supported editor flats
            if (dfUnity.Option_ImportEnemies && archive == 199)
            {
                switch (record)
                {
                case 10:                            // Start marker
                    startMarkers.Add(go);
                    break;

                case 15:                            // Random enemy
                    AddRandomRDBEnemy(obj);
                    go.SetActive(false);
                    break;

                case 16:                            // Fixed enemy
                    AddFixedRDBEnemy(obj);
                    go.SetActive(false);
                    break;
                }
            }

            // Add torch burning sound
            if (dfUnity.Option_DefaultSounds && archive == 210)
            {
                switch (record)
                {
                case 0:
                case 1:
                case 6:
                case 16:
                case 17:
                case 18:
                case 19:
                case 20:
                    AddTorchAudioSource(go);
                    break;
                }
            }
        }
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        /// <summary>
        /// Adds light flats and prefabs.
        /// </summary>
        public static void AddLights(
            ref DFBlock blockData,
            Transform flatsParent,
            Transform lightsParent,
            DaggerfallBillboardBatch billboardBatch = null)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            if (!dfUnity.IsReady)
            {
                return;
            }

            // Do nothing if import option not enabled or missing prefab
            if (!dfUnity.Option_ImportLightPrefabs || dfUnity.Option_CityLightPrefab == null)
            {
                return;
            }

            // Iterate block flats for lights
            foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords)
            {
                // Add point lights
                if (obj.TextureArchive == TextureReader.LightsTextureArchive)
                {
                    // Calculate position
                    Vector3 billboardPosition = new Vector3(
                        obj.XPos,
                        -obj.YPos + blockFlatsOffsetY,
                        obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale;

                    // Import custom 3d gameobject instead of flat
                    if (MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, flatsParent) != null)
                    {
                        continue;
                    }

                    // Add billboard to batch or standalone
                    if (billboardBatch != null)
                    {
                        billboardBatch.AddItem(obj.TextureRecord, billboardPosition);
                    }
                    else
                    {
                        GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, flatsParent);
                        go.transform.position = billboardPosition;
                        AlignBillboardToBase(go);
                    }

                    // Import light prefab
                    AddLight(dfUnity, obj, lightsParent);
                }
            }
        }
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        /// <summary>
        /// Add nature billboards.
        /// </summary>
        public static void AddNatureFlats(
            ref DFBlock blockData,
            Transform flatsParent,
            DaggerfallBillboardBatch billboardBatch = null,
            ClimateNatureSets climateNature         = ClimateNatureSets.TemperateWoodland,
            ClimateSeason climateSeason             = ClimateSeason.Summer)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            if (!dfUnity.IsReady)
            {
                return;
            }

            for (int y = 0; y < 16; y++)
            {
                for (int x = 0; x < 16; x++)
                {
                    // Get scenery item - ignore indices -1 (empty) and 0 (marker/waypoint of some kind)
                    DFBlock.RmbGroundScenery scenery = blockData.RmbBlock.FldHeader.GroundData.GroundScenery[x, 15 - y];
                    if (scenery.TextureRecord < 1)
                    {
                        continue;
                    }

                    // Calculate position
                    Vector3 billboardPosition = new Vector3(
                        x * BlocksFile.TileDimension,
                        natureFlatsOffsetY,
                        y * BlocksFile.TileDimension + BlocksFile.TileDimension) * MeshReader.GlobalScale;

                    // Get Archive
                    int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason);

                    // Import custom 3d gameobject instead of flat
                    if (MeshReplacement.ImportCustomFlatGameobject(natureArchive, scenery.TextureRecord, billboardPosition, flatsParent) != null)
                    {
                        continue;
                    }

                    // Add billboard to batch or standalone
                    if (billboardBatch != null)
                    {
                        billboardBatch.AddItem(scenery.TextureRecord, billboardPosition);
                    }
                    else
                    {
                        GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(natureArchive, scenery.TextureRecord, flatsParent);
                        go.transform.position = billboardPosition;
                        AlignBillboardToBase(go);
                    }
                }
            }
        }
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        private static GameObject AddFlat(DFBlock.RdbObject obj, Transform parent)
        {
            int archive = obj.Resources.FlatResource.TextureArchive;
            int record  = obj.Resources.FlatResource.TextureRecord;

            // Spawn billboard gameobject
            GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(archive, record, parent, true);
            Vector3    billboardPosition = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;

            // Add RDB data to billboard
            DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();

            dfBillboard.SetResourceData(obj.Resources.FlatResource);

            // Set transform
            go.transform.position = billboardPosition;

            // Disable enemy flats
            if (archive == TextureReader.EditorFlatsTextureArchive && (record == 15 || record == 16))
            {
                go.SetActive(false);
            }

            // Add torch burning sound
            if (archive == TextureReader.LightsTextureArchive)
            {
                switch (record)
                {
                case 0:
                case 1:
                case 6:
                case 16:
                case 17:
                case 18:
                case 19:
                case 20:
                    AddTorchAudioSource(go);
                    break;
                }
            }

            return(go);
        }
        public static void AddBlockFlats(
            DaggerfallUnity dfUnity,
            ref DFBlock blockData,
            Transform parent = null)
        {
            // Add block flats
            foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords)
            {
                // Spawn billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, parent);
                go.transform.position = new Vector3(
                    obj.XPos,
                    -obj.YPos + BlockFlatsOffsetY,
                    obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale;

                // Add lights
                if (obj.TextureArchive == 210 && dfUnity.Option_ImportPointLights)
                {
                    // Spawn light gameobject
                    Vector2    size    = dfUnity.MeshReader.GetScaledBillboardSize(210, obj.TextureRecord);
                    GameObject lightgo = GameObjectHelper.CreateDaggerfallRMBPointLight(go.transform);
                    lightgo.transform.position = new Vector3(
                        obj.XPos,
                        -obj.YPos + size.y,
                        obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale;

                    // Animate light
                    DaggerfallLight c = lightgo.AddComponent <DaggerfallLight>();
                    c.ParentBillboard = go.GetComponent <DaggerfallBillboard>();
                    if (dfUnity.Option_AnimatedPointLights)
                    {
                        c.Animate = true;
                    }
                }
            }
        }
Esempio n. 8
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        /// <summary>
        /// Add misc block flats.
        /// Batching is conditionally supported.
        /// </summary>
        public static void AddMiscBlockFlats(
            ref DFBlock blockData,
            Transform flatsParent,
            DaggerfallBillboardBatch animalsBillboardBatch = null,
            TextureAtlasBuilder miscBillboardsAtlas        = null,
            DaggerfallBillboardBatch miscBillboardsBatch   = null)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            if (!dfUnity.IsReady)
            {
                return;
            }

            // Add block flats
            foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords)
            {
                // Ignore lights as they are handled by AddLights()
                if (obj.TextureArchive == TextureReader.LightsTextureArchive)
                {
                    continue;
                }

                // Calculate position
                Vector3 billboardPosition = new Vector3(
                    obj.XPos,
                    -obj.YPos + blockFlatsOffsetY,
                    obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale;

                // Import custom 3d gameobject instead of flat
                if (MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, flatsParent) != null)
                {
                    continue;
                }

                //// Use misc billboard atlas where available
                //if (miscBillboardsAtlas != null && miscBillboardsBatch != null)
                //{
                //    TextureAtlasBuilder.AtlasItem item = miscBillboardsAtlas.GetAtlasItem(obj.TextureArchive, obj.TextureRecord);
                //    if (item.key != -1)
                //    {
                //        miscBillboardsBatch.AddItem(item.rect, item.textureItem.size, item.textureItem.scale, billboardPosition);
                //        continue;
                //    }
                //}

                // Add to batch where available
                //if (obj.TextureArchive == TextureReader.AnimalsTextureArchive && animalsBillboardBatch != null)
                //{
                //    animalsBillboardBatch.AddItem(obj.TextureRecord, billboardPosition);
                //    continue;
                //}

                // Add standalone billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, flatsParent);
                go.transform.position = billboardPosition;
                AlignBillboardToBase(go);

                // Add animal sound
                if (obj.TextureArchive == TextureReader.AnimalsTextureArchive)
                {
                    AddAnimalAudioSource(go);
                }

                // If flat record has a non-zero faction id, then it's an exterior NPC
                if (obj.FactionID != 0)
                {
                    // Add RMB data to billboard
                    DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();
                    dfBillboard.SetRMBPeopleData(obj.FactionID, obj.Flags, obj.Position);

                    // Add StaticNPC behaviour
                    StaticNPC npc = go.AddComponent <StaticNPC>();
                    npc.SetLayoutData(obj);
                }
            }
        }
Esempio n. 9
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        /// <summary>
        /// Add subrecord (building) exterior block flats.
        /// </summary>
        public static void AddExteriorBlockFlats(
            ref DFBlock blockData,
            Transform flatsParent,
            Transform lightsParent,
            int mapId,
            int locationIndex,
            ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland,
            ClimateSeason climateSeason     = ClimateSeason.Summer)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            if (!dfUnity.IsReady)
            {
                return;
            }

            // Get Nature Archive
            int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason);

            foreach (DFBlock.RmbSubRecord subRecord in blockData.RmbBlock.SubRecords)
            {
                Vector3 subRecordPosition = new Vector3(subRecord.XPos, 0, -subRecord.ZPos) * MeshReader.GlobalScale;

                foreach (DFBlock.RmbBlockFlatObjectRecord obj in subRecord.Exterior.BlockFlatObjectRecords)
                {
                    // Don't add building exterior editor flats since they can't be used by any DFU systems
                    int archive = obj.TextureArchive;
                    if (archive == TextureReader.EditorFlatsTextureArchive)
                    {
                        continue;
                    }

                    // Calculate position
                    Vector3 billboardPosition = new Vector3(
                        obj.XPos,
                        -obj.YPos + blockFlatsOffsetY,
                        obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale;

                    billboardPosition += subRecordPosition;

                    // Add natures using correct climate set archive
                    if (archive >= (int)DFLocation.ClimateTextureSet.Nature_RainForest && archive <= (int)DFLocation.ClimateTextureSet.Nature_Mountains_Snow)
                    {
                        archive             = natureArchive;
                        billboardPosition.z = natureFlatsOffsetY;
                    }

                    GameObject go         = MeshReplacement.ImportCustomFlatGameobject(archive, obj.TextureRecord, billboardPosition, flatsParent);
                    bool       isImported = go != null;
                    if (!isImported)
                    {
                        // Add standalone billboard gameobject
                        go = GameObjectHelper.CreateDaggerfallBillboardGameObject(archive, obj.TextureRecord, flatsParent);
                        go.transform.position = billboardPosition;
                        AlignBillboardToBase(go);
                    }

                    // Add animal sound
                    if (archive == TextureReader.AnimalsTextureArchive)
                    {
                        AddAnimalAudioSource(go, obj.TextureRecord);
                    }

                    // If flat record has a non-zero faction id, then it's an exterior NPC
                    if (obj.FactionID != 0)
                    {
                        // Add RMB data to billboard
                        Billboard dfBillboard = go.GetComponent <Billboard>();
                        if (dfBillboard != null)
                        {
                            dfBillboard.SetRMBPeopleData(obj.FactionID, obj.Flags, obj.Position);
                        }

                        // Add StaticNPC behaviour
                        StaticNPC npc = go.AddComponent <StaticNPC>();
                        npc.SetLayoutData(obj, mapId, locationIndex);
                    }

                    // If this is a light flat, import light prefab
                    if (archive == TextureReader.LightsTextureArchive && !isImported)
                    {
                        if (dfUnity.Option_CityLightPrefab == null)
                        {
                            return;
                        }

                        Vector2 size     = dfUnity.MeshReader.GetScaledBillboardSize(210, obj.TextureRecord);
                        Vector3 position = new Vector3(
                            obj.XPos,
                            -obj.YPos + size.y,
                            obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale;
                        position += subRecordPosition;

                        GameObjectHelper.InstantiatePrefab(dfUnity.Option_CityLightPrefab.gameObject, string.Empty, lightsParent, position);
                    }
                }
            }
        }
Esempio n. 10
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        /// <summary>
        /// Add misc block flats.
        /// Batching is conditionally supported.
        /// </summary>
        public static void AddMiscBlockFlats(
            ref DFBlock blockData,
            Transform flatsParent,
            int mapId,
            int locationIndex,
            DaggerfallBillboardBatch animalsBillboardBatch = null,
            TextureAtlasBuilder miscBillboardsAtlas        = null,
            DaggerfallBillboardBatch miscBillboardsBatch   = null)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            if (!dfUnity.IsReady)
            {
                return;
            }

            // Add block flats
            foreach (DFBlock.RmbBlockFlatObjectRecord obj in blockData.RmbBlock.MiscFlatObjectRecords)
            {
                // Ignore lights as they are handled by AddLights()
                if (obj.TextureArchive == TextureReader.LightsTextureArchive)
                {
                    continue;
                }

                // Calculate position
                Vector3 billboardPosition = new Vector3(
                    obj.XPos,
                    -obj.YPos + blockFlatsOffsetY,
                    obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale;

                GameObject go = MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, flatsParent);
                if (go == null)
                {
                    // Add standalone billboard gameobject
                    go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, flatsParent);
                    go.transform.position = billboardPosition;
                    AlignBillboardToBase(go);
                }

                // Add animal sound
                if (obj.TextureArchive == TextureReader.AnimalsTextureArchive)
                {
                    AddAnimalAudioSource(go, obj.TextureRecord);
                }

                // If flat record has a non-zero faction id, then it's an exterior NPC
                if (obj.FactionID != 0)
                {
                    // Add RMB data to billboard
                    Billboard dfBillboard = go.GetComponent <Billboard>();
                    if (dfBillboard != null)
                    {
                        dfBillboard.SetRMBPeopleData(obj.FactionID, obj.Flags, obj.Position);
                    }

                    // Add StaticNPC behaviour
                    StaticNPC npc = go.AddComponent <StaticNPC>();
                    npc.SetLayoutData(obj, mapId, locationIndex);
                }
            }
        }