/// <summary>
        /// Add interior people flats.
        /// </summary>
        private void AddPeople()
        {
            GameObject node = new GameObject("People Flats");

            node.transform.parent = this.transform;

            // Add block flats
            foreach (DFBlock.RmbBlockPeopleRecord obj in recordData.Interior.BlockPeopleRecords)
            {
                // Calculate position
                Vector3 billboardPosition = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;

                // Import 3D character instead of billboard
                if (MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, node.transform) != null)
                {
                    continue;
                }

                // Spawn billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, node.transform);

                // Set position
                DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();
                go.transform.position  = billboardPosition;
                go.transform.position += new Vector3(0, dfBillboard.Summary.Size.y / 2, 0);

                // Add RMB data to billboard
                dfBillboard.SetRMBPeopleData(obj);

                // Add StaticNPC behaviour
                StaticNPC npc = go.AddComponent <StaticNPC>();
                npc.SetLayoutData(obj);
            }
        }
        /// <summary>
        /// Add interior flats.
        /// </summary>
        private void AddFlats()
        {
            GameObject node = new GameObject("Interior Flats");

            node.transform.parent = this.transform;

            // Add block flats
            markers.Clear();
            foreach (DFBlock.RmbBlockFlatObjectRecord obj in recordData.Interior.BlockFlatObjectRecords)
            {
                // Spawn billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, node.transform);

                // Set position
                DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();
                go.transform.position  = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;
                go.transform.position += new Vector3(0, dfBillboard.Summary.Size.y / 2, 0);

                // Add to enter marker list, which is TEXTURE.199, index 8.
                // Sometimes marker 199.4 is used where the 199.8 enter marker should be
                // Being a little forgiving and also accepting 199.4 as enter marker
                // Will add more of these cases if I find them
                if (obj.TextureArchive == TextureReader.EditorFlatsTextureArchive && (obj.TextureRecord == 8 || obj.TextureRecord == 4))
                {
                    markers.Add(go);
                }

                // Add point lights
                if (obj.TextureArchive == TextureReader.LightsTextureArchive)
                {
                    AddLight(obj, go.transform);
                }
            }
        }
예제 #3
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        /// <summary>
        /// Add interior people flats.
        /// </summary>
        private void AddPeople(PlayerGPS.DiscoveredBuilding buildingData)
        {
            GameObject node = new GameObject("People Flats");

            node.transform.parent = this.transform;
            bool isMemberOfBuildingGuild = GameManager.Instance.GuildManager.GetGuild(buildingData.factionID).IsMember();

            // Add block flats
            foreach (DFBlock.RmbBlockPeopleRecord obj in recordData.Interior.BlockPeopleRecords)
            {
                // Calculate position
                Vector3 billboardPosition = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;

                // Import 3D character instead of billboard
                if (MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, node.transform) != null)
                {
                    continue;
                }

                // Spawn billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, node.transform);

                // Set position
                DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();
                go.transform.position  = billboardPosition;
                go.transform.position += new Vector3(0, dfBillboard.Summary.Size.y / 2, 0);

                // Add RMB data to billboard
                dfBillboard.SetRMBPeopleData(obj);

                // Add StaticNPC behaviour
                StaticNPC npc = go.AddComponent <StaticNPC>();
                npc.SetLayoutData(obj, entryDoor.buildingKey);

                // Disable people if shop or building is closed
                DFLocation.BuildingTypes buildingType = buildingData.buildingType;
                if ((RMBLayout.IsShop(buildingType) && !GameManager.Instance.PlayerEnterExit.IsPlayerInsideOpenShop) ||
                    (buildingType <= DFLocation.BuildingTypes.Palace && !RMBLayout.IsShop(buildingType) && !PlayerActivate.IsBuildingOpen(buildingType)))
                {
                    go.SetActive(false);
                }
                // Disable people if player owns this house
                else if (DaggerfallBankManager.IsHouseOwned(buildingData.buildingKey))
                {
                    go.SetActive(false);
                }
                // Disable people if this is TG/DB house and player is not a member
                else if (buildingData.buildingType == DFLocation.BuildingTypes.House2 && buildingData.factionID != 0 && !isMemberOfBuildingGuild)
                {
                    go.SetActive(false);
                }
                // Disable people if they are TG spymaster, but not in a legit TG house (TODO: spot any other instances for TG/DB)
                else if (buildingData.buildingType == DFLocation.BuildingTypes.House2 && buildingData.factionID == 0 &&
                         npc.Data.factionID == (int)GuildNpcServices.TG_Spymaster)
                {
                    go.SetActive(false);
                }
            }
        }
예제 #4
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        /// <summary>
        /// Add interior people flats.
        /// </summary>
        private void AddPeople(PlayerGPS.DiscoveredBuilding buildingData)
        {
            GameObject node = new GameObject(peopleFlats);

            node.transform.parent = this.transform;
            IGuild guild = GameManager.Instance.GuildManager.GetGuild(buildingData.factionID);
            bool   isMemberOfBuildingGuild = guild.IsMember();

            // Add block flats
            foreach (DFBlock.RmbBlockPeopleRecord obj in recordData.Interior.BlockPeopleRecords)
            {
                // Calculate position
                Vector3 billboardPosition = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;

                // Make person gameobject
                GameObject go = MeshReplacement.ImportCustomFlatGameobject(obj.TextureArchive, obj.TextureRecord, billboardPosition, node.transform);
                if (!go)
                {
                    // Spawn billboard gameobject
                    go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, node.transform);

                    // Set position
                    DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();
                    go.transform.position  = billboardPosition;
                    go.transform.position += new Vector3(0, dfBillboard.Summary.Size.y / 2, 0);

                    // Add RMB data to billboard
                    dfBillboard.SetRMBPeopleData(obj);
                }

                // Add StaticNPC behaviour
                StaticNPC npc = go.AddComponent <StaticNPC>();
                npc.SetLayoutData(obj, entryDoor.buildingKey);

                // Disable people if shop or building is closed
                DFLocation.BuildingTypes buildingType = buildingData.buildingType;
                if ((RMBLayout.IsShop(buildingType) && !GameManager.Instance.PlayerEnterExit.IsPlayerInsideOpenShop) ||
                    (buildingType <= DFLocation.BuildingTypes.Palace && !RMBLayout.IsShop(buildingType) &&
                     !(PlayerActivate.IsBuildingOpen(buildingType) || buildingType == DFLocation.BuildingTypes.GuildHall && guild.HallAccessAnytime())))
                {
                    go.SetActive(false);
                }
                // Disable people if player owns this house
                else if (DaggerfallBankManager.IsHouseOwned(buildingData.buildingKey))
                {
                    go.SetActive(false);
                }
                // Disable people if this is TG/DB house and player is not a member
                else if (buildingData.buildingType == DFLocation.BuildingTypes.House2 && buildingData.factionID != 0 && !isMemberOfBuildingGuild)
                {
                    go.SetActive(false);
                }
            }
        }
        // Finds start and enter markers, should be called with true for starting block, otherwise false to just get water level and castle block data
        private void FindMarkers(DaggerfallRDBBlock dfBlock, ref DFLocation.DungeonBlock block, bool assign)
        {
            if (!dfBlock)
            {
                throw new Exception("DaggerfallDungeon: dfBlock cannot be null.");
            }

            if (dfBlock.StartMarkers != null && dfBlock.StartMarkers.Length > 0)
            {
                // There should only be one start marker per start block
                // This message will let us know if more than one is found
                if (dfBlock.StartMarkers.Length > 1)
                {
                    DaggerfallUnity.LogMessage("DaggerfallDungeon: Multiple 'Start' markers found. Using first marker.", true);
                }

                if (assign)
                {
                    startMarker = dfBlock.StartMarkers[0];
                }

                DaggerfallBillboard dfBillboard = dfBlock.StartMarkers[0].GetComponent <DaggerfallBillboard>();
                block.WaterLevel  = dfBillboard.Summary.WaterLevel;
                block.CastleBlock = dfBillboard.Summary.CastleBlock;
            }
            else // No water
            {
                block.WaterLevel = 10000;
            }

            if (dfBlock.EnterMarkers != null && dfBlock.EnterMarkers.Length > 0)
            {
                // There should only be one enter marker per start block
                // This message will let us know if more than one is found
                if (dfBlock.EnterMarkers.Length > 1)
                {
                    DaggerfallUnity.LogMessage("DaggerfallDungeon: Multiple 'Enter' markers found. Using first marker.", true);
                }

                if (assign)
                {
                    enterMarker = dfBlock.EnterMarkers[0];
                }
            }
        }
        /// <summary>
        /// Add interior people flats.
        /// </summary>
        private void AddPeople()
        {
            GameObject node = new GameObject("People Flats");

            node.transform.parent = this.transform;

            // Add block flats
            foreach (DFBlock.RmbBlockPeopleRecord obj in recordData.Interior.BlockPeopleRecords)
            {
                // Spawn billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, node.transform);

                // Set position
                DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();
                go.transform.position  = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;
                go.transform.position += new Vector3(0, dfBillboard.Summary.Size.y / 2, 0);
            }
        }
        /// <summary>
        /// Add interior flats.
        /// </summary>
        private void AddFlats()
        {
            GameObject node = new GameObject("Interior Flats");

            node.transform.parent = this.transform;

            // Add block flats
            markers.Clear();
            foreach (DFBlock.RmbBlockFlatObjectRecord obj in recordData.Interior.BlockFlatObjectRecords)
            {
                // Calculate position
                Vector3 billboardPosition = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;

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

                // Spawn billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, node.transform);

                // Set position
                DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();
                go.transform.position  = billboardPosition;
                go.transform.position += new Vector3(0, dfBillboard.Summary.Size.y / 2, 0);

                // Add editor markers to list
                if (obj.TextureArchive == TextureReader.EditorFlatsTextureArchive)
                {
                    InteriorEditorMarker marker = new InteriorEditorMarker();
                    marker.type       = (InteriorMarkerTypes)obj.TextureRecord;
                    marker.gameObject = go;
                    markers.Add(marker);
                }

                // Add point lights
                if (obj.TextureArchive == TextureReader.LightsTextureArchive)
                {
                    AddLight(obj, go.transform);
                }
            }
        }
예제 #8
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        /// <summary>
        /// Add interior flats.
        /// </summary>
        private void AddFlats(PlayerGPS.DiscoveredBuilding buildingData)
        {
            GameObject node = new GameObject("Interior Flats");

            node.transform.parent = this.transform;

            // Add block flats
            markers.Clear();
            foreach (DFBlock.RmbBlockFlatObjectRecord obj in recordData.Interior.BlockFlatObjectRecords)
            {
                // Calculate position
                Vector3 billboardPosition = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale;

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

                // Spawn billboard gameobject
                GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(obj.TextureArchive, obj.TextureRecord, node.transform);

                // Set position
                DaggerfallBillboard dfBillboard = go.GetComponent <DaggerfallBillboard>();
                go.transform.position  = billboardPosition;
                go.transform.position += new Vector3(0, dfBillboard.Summary.Size.y / 2, 0);

                // Add editor markers to list
                if (obj.TextureArchive == TextureReader.EditorFlatsTextureArchive)
                {
                    InteriorEditorMarker marker = new InteriorEditorMarker();
                    marker.type       = (InteriorMarkerTypes)obj.TextureRecord;
                    marker.gameObject = go;
                    markers.Add(marker);

                    // Add loot containers for treasure markers (always use pile of clothes icon)
                    if (marker.type == InteriorMarkerTypes.Treasure)
                    {
                        // Create unique LoadID for save system, using 9 lsb and the sign bit from each coord pos int
                        ulong loadID = ((ulong)buildingData.buildingKey) << 30 |
                                       (uint)(obj.XPos << 1 & posMask) << 20 |
                                       (uint)(obj.YPos << 1 & posMask) << 10 |
                                       (uint)(obj.ZPos << 1 & posMask);

                        DaggerfallLoot loot = GameObjectHelper.CreateLootContainer(
                            LootContainerTypes.RandomTreasure,
                            InventoryContainerImages.Chest,
                            billboardPosition,
                            node.transform,
                            DaggerfallLootDataTables.clothingArchive,
                            0, loadID);

                        if (!LootTables.GenerateLoot(loot, (int)GameManager.Instance.PlayerGPS.CurrentLocationType))
                        {
                            DaggerfallUnity.LogMessage(string.Format("DaggerfallInterior: Location type {0} is out of range or unknown.", GameManager.Instance.PlayerGPS.CurrentLocationType), true);
                        }
                    }
                }

                // Add point lights
                if (obj.TextureArchive == TextureReader.LightsTextureArchive)
                {
                    AddLight(obj, go.transform);
                }
            }
        }