// Update terrain nature private void UpdateTerrainNature(TerrainDesc terrainDesc) { //System.Diagnostics.Stopwatch stopwatch = System.Diagnostics.Stopwatch.StartNew(); //long startTime = stopwatch.ElapsedMilliseconds; // Setup billboards DaggerfallTerrain dfTerrain = terrainDesc.terrainObject.GetComponent <DaggerfallTerrain>(); DaggerfallBillboardBatch dfBillboardBatch = terrainDesc.billboardBatchObject.GetComponent <DaggerfallBillboardBatch>(); if (dfTerrain && dfBillboardBatch) { // Get current climate and nature archive DFLocation.ClimateSettings climate = MapsFile.GetWorldClimateSettings(dfTerrain.MapData.worldClimate); int natureArchive = climate.NatureArchive; if (dfUnity.WorldTime.SeasonValue == WorldTime.Seasons.Winter) { // Offset to snow textures natureArchive++; } dfBillboardBatch.SetMaterial(natureArchive); TerrainHelper.LayoutNatureBillboards(dfTerrain, dfBillboardBatch, TerrainScale); } // Only set active again once complete terrainDesc.billboardBatchObject.SetActive(true); //long totalTime = stopwatch.ElapsedMilliseconds - startTime; //DaggerfallUnity.LogMessage(string.Format("Time to update terrain nature: {0}ms", totalTime), true); }
// Update terrain nature private void UpdateTerrainNature(TerrainDesc terrainDesc) { // Setup billboards DaggerfallTerrain dfTerrain = terrainDesc.terrainObject.GetComponent <DaggerfallTerrain>(); DaggerfallBillboardBatch dfBillboardBatch = terrainDesc.billboardBatchObject.GetComponent <DaggerfallBillboardBatch>(); if (dfTerrain && dfBillboardBatch) { // Get current climate and nature archive int natureArchive = ClimateSwaps.GetNatureArchive(LocalPlayerGPS.ClimateSettings.NatureSet, dfUnity.WorldTime.Now.SeasonValue); dfBillboardBatch.SetMaterial(natureArchive); TerrainHelper.LayoutNatureBillboards(dfTerrain, dfBillboardBatch, TerrainScale); } // Only set active again once complete terrainDesc.billboardBatchObject.SetActive(true); }
// Update terrain nature private void UpdateTerrainNature(TerrainDesc terrainDesc) { //System.Diagnostics.Stopwatch stopwatch = System.Diagnostics.Stopwatch.StartNew(); //long startTime = stopwatch.ElapsedMilliseconds; // Setup billboards DaggerfallTerrain dfTerrain = terrainDesc.terrainObject.GetComponent <DaggerfallTerrain>(); DaggerfallBillboardBatch dfBillboardBatch = terrainDesc.billboardBatchObject.GetComponent <DaggerfallBillboardBatch>(); if (dfTerrain && dfBillboardBatch) { // Get current climate and nature archive int natureArchive = ClimateSwaps.GetNatureArchive(LocalPlayerGPS.ClimateSettings.NatureSet, dfUnity.WorldTime.Now.SeasonValue); dfBillboardBatch.SetMaterial(natureArchive); TerrainHelper.LayoutNatureBillboards(dfTerrain, dfBillboardBatch, TerrainScale); } // Only set active again once complete terrainDesc.billboardBatchObject.SetActive(true); //long totalTime = stopwatch.ElapsedMilliseconds - startTime; //DaggerfallUnity.LogMessage(string.Format("Time to update terrain nature: {0}ms", totalTime), true); }
// Update terrain data // Spreads loading across several frames to reduce gameplay stalls // This can also be done using true multi-threading, but at much greater // complexity for only minor visible gains. // Only yields after initial init complete private IEnumerator UpdateTerrains() { // First stage updates terrain heightmaps for (int i = 0; i < terrainArray.Length; i++) { if (terrainArray[i].active && terrainArray[i].updateHeights) { UpdateTerrainHeights(terrainArray[i]); terrainArray[i].updateHeights = false; if (!init) { yield return(new WaitForEndOfFrame()); } } } // Wait for physics update when streaming if (!init) { yield return(new WaitForFixedUpdate()); } // Second stage updates terrain nature for (int i = 0; i < terrainArray.Length; i++) { if (terrainArray[i].active && terrainArray[i].updateNature) { UpdateTerrainNature(terrainArray[i]); terrainArray[i].updateNature = false; if (!init) { yield return(new WaitForEndOfFrame()); } } } // Get key for central player terrain int playerKey = TerrainHelper.MakeTerrainKey(MapPixelX, MapPixelY); // Third stage updates location if present // Vast majority of terrains will not have a location // Locations are not optimised as yet and are quite heavy on drawcalls for (int i = 0; i < terrainArray.Length; i++) { // Get key for this terrain int key = TerrainHelper.MakeTerrainKey(terrainArray[i].mapPixelX, terrainArray[i].mapPixelY); if (terrainArray[i].active && terrainArray[i].hasLocation) { // Create location if not present if (!locationDict.ContainsKey(key)) { // Create location object DFLocation location; GameObject locationObject = CreateLocationGameObject(i, out location); if (!locationObject) { continue; } // Add location object to dictionary locationDict.Add(key, locationObject); // Create location beacon // This is parented to location and shares its lifetime if (AddLocationBeacon) { const float beaconHeight = 900f; const float beaconOffset = (MapsFile.WorldMapTerrainDim * MeshReader.GlobalScale) / 2f; GameObject locationMarker = (GameObject)GameObject.Instantiate(Resources.Load <GameObject>("LocationBeacon")); locationMarker.hideFlags = HideFlags.HideAndDontSave; locationMarker.transform.parent = locationObject.transform; locationMarker.transform.localPosition = new Vector3(beaconOffset, beaconHeight, beaconOffset); } // Add one nature batch for entire location // This is parented to location and shares its lifetime GameObject natureBatchObject = new GameObject("NatureBatch"); natureBatchObject.hideFlags = HideFlags.HideAndDontSave; natureBatchObject.transform.parent = locationObject.transform; natureBatchObject.transform.localPosition = Vector3.zero; DaggerfallBillboardBatch natureBatch = natureBatchObject.AddComponent <DaggerfallBillboardBatch>(); int natureArchive = ClimateSwaps.GetNatureArchive(LocalPlayerGPS.ClimateSettings.NatureSet, dfUnity.WorldTime.Now.SeasonValue); natureBatch.SetMaterial(natureArchive); // RMB blocks are laid out in centre of terrain to align with ground int width = location.Exterior.ExteriorData.Width; int height = location.Exterior.ExteriorData.Height; float offsetX = ((8 * RMBLayout.RMBSide) - (width * RMBLayout.RMBSide)) / 2; float offsetZ = ((8 * RMBLayout.RMBSide) - (height * RMBLayout.RMBSide)) / 2; Vector3 origin = new Vector3(offsetX, 2.0f * MeshReader.GlobalScale, offsetZ); // Perform layout and yield after each block is placed DaggerfallLocation dfLocation = locationObject.GetComponent <DaggerfallLocation>(); for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { // Set origin for billboard batch add // This causes next additions to be offset by this position Vector3 blockOrigin = origin + new Vector3((x * RMBLayout.RMBSide), 0, (y * RMBLayout.RMBSide)); natureBatch.origin = blockOrigin; // Add block and yield string blockName = dfUnity.ContentReader.BlockFileReader.CheckName(dfUnity.ContentReader.MapFileReader.GetRmbBlockName(ref location, x, y)); GameObject go = RMBLayout.CreateGameObject(blockName, true, natureBatch); go.hideFlags = HideFlags.HideAndDontSave; go.transform.parent = locationObject.transform; go.transform.localPosition = blockOrigin; dfLocation.ApplyClimateSettings(); if (!init) { yield return(new WaitForEndOfFrame()); } } } // If this is the player terrain we may need to reposition player if (playerKey == key && repositionPlayer) { // Position to location and use start marker for large cities bool useStartMarker = (dfLocation.Summary.LocationType == DFRegion.LocationTypes.TownCity); PositionPlayerToLocation(MapPixelX, MapPixelY, dfLocation, origin, width, height, useStartMarker); repositionPlayer = false; } // Apply nature batch natureBatch.Apply(); } } else if (terrainArray[i].active) { if (playerKey == key && repositionPlayer) { PositionPlayerToTerrain(MapPixelX, MapPixelY, Vector3.zero); repositionPlayer = false; } } } // If this is an init we can use the load time to unload unused assets // Keeps memory usage much lower over time if (init) { Resources.UnloadUnusedAssets(); } // Finish by collecting stale data and setting neighbours CollectTerrains(); CollectLocations(); UpdateNeighbours(); }