コード例 #1
0
        /// <summary>
        /// Starts player inside dungeon with no exterior world.
        /// </summary>
        public void StartDungeonInterior(DFLocation location, bool preferEnterMarker = true, bool importEnemies = true)
        {
            // Ensure we have component references
            if (!ReferenceComponents())
            {
                return;
            }

            // Layout dungeon
            GameObject newDungeon = GameObjectHelper.CreateDaggerfallDungeonGameObject(location, DungeonParent.transform, importEnemies);

            newDungeon.hideFlags = defaultHideFlags;
            dungeon = newDungeon.GetComponent <DaggerfallDungeon>();

            GameObject marker = null;

            if (preferEnterMarker && dungeon.EnterMarker != null)
            {
                marker = dungeon.EnterMarker;
            }
            else
            {
                marker = dungeon.StartMarker;
            }

            // Find start marker to position player
            if (!marker)
            {
                // Could not find marker
                DaggerfallUnity.LogMessage("No start or enter marker found for this dungeon. Aborting load.");
                Destroy(newDungeon);
                return;
            }

            EnableDungeonParent();

            // Add quest resources - except foes, these are loaded from enemy save data
            GameObjectHelper.AddQuestResourceObjects(SiteTypes.Dungeon, dungeon.transform, 0, true, false, true);

            // Set to start position
            MovePlayerToMarker(marker);

            // Set player facing north
            PlayerMouseLook playerMouseLook = GameManager.Instance.PlayerMouseLook;

            if (playerMouseLook)
            {
                playerMouseLook.SetFacing(Vector3.forward);
            }

            // Raise event
            RaiseOnTransitionDungeonInteriorEvent(new StaticDoor(), dungeon);
        }
コード例 #2
0
        /// <summary>
        /// Transition player through a dungeon entrance door into dungeon interior.
        /// </summary>
        /// <param name="doorOwner">Parent transform owning door array.</param>
        /// <param name="door">Exterior door player clicked on.</param>
        public void TransitionDungeonInterior(Transform doorOwner, StaticDoor door, DFLocation location, bool doFade = false)
        {
            // Ensure we have component references
            if (!ReferenceComponents())
            {
                return;
            }

            // Reset dungeon block on entering dungeon
            lastPlayerDungeonBlockIndex = -1;
            playerDungeonBlockData      = new DFLocation.DungeonBlock();

            // Override location if specified
            if (OverrideLocation != null)
            {
                DFLocation overrideLocation = dfUnity.ContentReader.MapFileReader.GetLocation(OverrideLocation.Summary.RegionName, OverrideLocation.Summary.LocationName);
                if (overrideLocation.Loaded)
                {
                    location = overrideLocation;
                }
            }

            // Raise event
            RaiseOnPreTransitionEvent(TransitionType.ToDungeonInterior, door);

            // Layout dungeon
            GameObject newDungeon = GameObjectHelper.CreateDaggerfallDungeonGameObject(location, DungeonParent.transform);

            newDungeon.hideFlags = defaultHideFlags;
            dungeon = newDungeon.GetComponent <DaggerfallDungeon>();

            // Find start marker to position player
            if (!dungeon.StartMarker)
            {
                // Could not find a start marker
                Destroy(newDungeon);
                return;
            }

            EnableDungeonParent();

            // Set to start position
            MovePlayerToMarker(dungeon.StartMarker);

            // Find closest dungeon exit door to orient player
            StaticDoor[] doors = DaggerfallStaticDoors.FindDoorsInCollections(dungeon.StaticDoorCollections, DoorTypes.DungeonExit);
            if (doors != null && doors.Length > 0)
            {
                Vector3 doorPos;
                int     doorIndex;
                if (DaggerfallStaticDoors.FindClosestDoorToPlayer(transform.position, doors, out doorPos, out doorIndex))
                {
                    // Set player facing away from door
                    PlayerMouseLook playerMouseLook = GameManager.Instance.PlayerMouseLook;
                    if (playerMouseLook)
                    {
                        Vector3 normal = DaggerfallStaticDoors.GetDoorNormal(doors[doorIndex]);
                        playerMouseLook.SetFacing(normal);
                    }
                }
            }

            // Add quest resources
            GameObjectHelper.AddQuestResourceObjects(SiteTypes.Dungeon, dungeon.transform);

            // Raise event
            RaiseOnTransitionDungeonInteriorEvent(door, dungeon);

            // Fade in from black
            if (doFade)
            {
                DaggerfallUI.Instance.FadeHUDFromBlack();
            }
        }
コード例 #3
0
        /// <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();
            }
        }