/// <summary> /// Get the entity race corresponding to that read from FACTION.TXT. Only /// default races are supported. /// </summary> /// <param name="factionRace">The faction race</param> /// <returns>The corresponding entity race.</returns> public static Races GetRaceFromFactionRace(FactionFile.FactionRaces factionRace) { switch (factionRace) { case FactionFile.FactionRaces.None: return(Races.None); case FactionFile.FactionRaces.Nord: return(Races.Nord); case FactionFile.FactionRaces.Khajiit: return(Races.Khajiit); case FactionFile.FactionRaces.Redguard: return(Races.Redguard); case FactionFile.FactionRaces.Breton: return(Races.Breton); case FactionFile.FactionRaces.Argonian: return(Races.Argonian); case FactionFile.FactionRaces.WoodElf: return(Races.WoodElf); case FactionFile.FactionRaces.HighElf: return(Races.HighElf); case FactionFile.FactionRaces.DarkElf: return(Races.DarkElf); } return(Races.None); }
private void Start() { // Cache references playerGPS = GameManager.Instance.PlayerGPS; dfLocation = GetComponent <DaggerfallLocation>(); cityNavigation = GetComponent <CityNavigation>(); // Get dominant race in locations climate zone populationRace = playerGPS.ClimateSettings.People; // Calculate maximum population int totalBlocks = dfLocation.Summary.BlockWidth * dfLocation.Summary.BlockHeight; int populationBlocks = Mathf.Clamp(totalBlocks / 16, 1, 4); maxPopulation = populationBlocks * populationIndexPer16Blocks; }
void AssignRace() { // Use faction race only for individuals if (isIndividualNPC) { FactionFile.FactionRaces factionRace = (FactionFile.FactionRaces)factionData.race; if (factionRace != FactionFile.FactionRaces.None) { switch (factionRace) { case FactionFile.FactionRaces.Redguard: race = Races.Redguard; return; case FactionFile.FactionRaces.Nord: race = Races.Nord; return; case FactionFile.FactionRaces.DarkElf: race = Races.DarkElf; return; case FactionFile.FactionRaces.WoodElf: race = Races.WoodElf; return; case FactionFile.FactionRaces.Breton: default: race = Races.Breton; return; } } } // Otherwise use race of current region race = GameManager.Instance.PlayerGPS.GetRaceOfCurrentRegion(); nameBank = GameManager.Instance.PlayerGPS.GetNameBankOfCurrentRegion(); }
/// <summary> /// Get the entity race corresponding to that read from FACTION.TXT. /// Only Breton, Redguard, Nord, Dark Elf and Wood Elf are supported. /// Any other faction race will default to Breton. /// </summary> /// <param name="factionRace">The faction race</param> /// <returns>The corresponding entity race.</returns> public static Races GetRaceFromFactionRace(FactionFile.FactionRaces factionRace) { switch (factionRace) { case FactionFile.FactionRaces.None: return(Races.None); case FactionFile.FactionRaces.Redguard: return(Races.Redguard); case FactionFile.FactionRaces.Nord: return(Races.Nord); case FactionFile.FactionRaces.DarkElf: return(Races.DarkElf); case FactionFile.FactionRaces.WoodElf: return(Races.WoodElf); case FactionFile.FactionRaces.Breton: default: return(Races.Breton); } }