/// <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); } } }
/// <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); } } }
/// <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); } } }
/// <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); } } }