/// <summary> /// Convert API nature set to DaggerfallUnity equivalent. /// </summary> /// <param name="set"></param> /// <returns>ClimateNatureSets.</returns> public static ClimateNatureSets FromAPITextureSet(DFLocation.ClimateTextureSet set) { switch (set) { case DFLocation.ClimateTextureSet.Nature_RainForest: return(ClimateNatureSets.RainForest); case DFLocation.ClimateTextureSet.Nature_SubTropical: return(ClimateNatureSets.SubTropical); case DFLocation.ClimateTextureSet.Nature_Swamp: return(ClimateNatureSets.Swamp); case DFLocation.ClimateTextureSet.Nature_Desert: return(ClimateNatureSets.Desert); case DFLocation.ClimateTextureSet.Nature_TemperateWoodland: return(ClimateNatureSets.TemperateWoodland); case DFLocation.ClimateTextureSet.Nature_WoodlandHills: return(ClimateNatureSets.WoodlandHills); case DFLocation.ClimateTextureSet.Nature_HauntedWoodlands: return(ClimateNatureSets.HauntedWoodlands); case DFLocation.ClimateTextureSet.Nature_Mountains: return(ClimateNatureSets.Mountains); default: return(ClimateNatureSets.TemperateWoodland); } }
public static int GetNatureArchive(DFLocation.ClimateTextureSet climateTextureSet, DaggerfallDateTime.Seasons worldSeason) { ClimateNatureSets natureSet = FromAPITextureSet(climateTextureSet); ClimateSeason climateSeason = ClimateSeason.Summer; if (worldSeason == DaggerfallDateTime.Seasons.Winter) { climateSeason = ClimateSeason.Winter; } return(GetNatureArchive(natureSet, climateSeason)); }
/// <summary> /// Gets filename of texture archive for climate texture set. /// </summary> /// <param name="Climate">Climate type.</param> /// <param name="Set">Texture set type.</param> /// <param name="Weather">Weather type.</param> /// <returns>Filename of texture archive.</returns> static public string GetClimateTextureFileName(DFLocation.ClimateBaseType Climate, DFLocation.ClimateTextureSet Set, DFLocation.ClimateWeather Weather) { // Get base int index = (int)Climate; // Adjust for set index += (int)Set; // TODO: Enforce weather constraints against ClimateSet // Adjust for weather index += (int)Weather; // Return filename return(string.Format("TEXTURE.{0:000}", index)); }