/// <summary>
        /// Stores scenery flats.
        /// </summary>
        /// <param name="block">Block data.</param>
        /// <param name="climateSettings">Desired climate settings for block.</param>
        private void AddRMBSceneryFlats(ref DFBlock block, DFLocation.ClimateSettings climateSettings)
        {
            // Add block scenery
            for (int y = 0; y < 16; y++)
            {
                for (int x = 0; x < 16; x++)
                {
                    // Get scenery item
                    DFBlock.RmbGroundScenery scenery =
                        block.RmbBlock.FldHeader.GroundData.GroundScenery[x, y];

                    // Ignore 0 as this appears to be a marker/waypoint of some kind
                    if (scenery.TextureRecord > 0)
                    {
                        BlockFlat flat = new BlockFlat
                        {
                            Dungeon  = false,
                            Archive  = climateSettings.SceneryArchive,
                            Record   = scenery.TextureRecord,
                            Position = new Vector3(x * BlocksFile.TileDimension, 0, y * BlocksFile.TileDimension) * ModelManager.GlobalScale,
                            Type     = FlatTypes.ClimateScenery,
                        };
                        blockFlats.Add(flat);
                    }
                }
            }
        }
        public static void AddNatureFlats(
            DaggerfallUnity dfUnity,
            ref DFBlock blockData,
            Transform parent = null,
            ClimateNatureSets climateNature = ClimateNatureSets.SubTropical,
            ClimateSeason climateSeason     = ClimateSeason.Summer)
        {
            int archive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason);

            // Add block scenery
            for (int y = 0; y < 16; y++)
            {
                for (int x = 0; x < 16; x++)
                {
                    // Get scenery item
                    DFBlock.RmbGroundScenery scenery = blockData.RmbBlock.FldHeader.GroundData.GroundScenery[x, 15 - y];

                    // Ignore 0 as this appears to be a marker/waypoint of some kind
                    if (scenery.TextureRecord > 0)
                    {
                        // Spawn billboard gameobject
                        GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(archive, scenery.TextureRecord, parent);
                        Vector3    billboardPosition = new Vector3(
                            x * BlocksFile.TileDimension,
                            NatureFlatsOffsetY,
                            y * BlocksFile.TileDimension + BlocksFile.TileDimension) * MeshReader.GlobalScale;

                        // Set transform
                        go.transform.position = billboardPosition;
                    }
                }
            }
        }
示例#3
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        /// <summary>
        /// Add nature billboards.
        /// </summary>
        public static void AddNatureFlats(
            ref DFBlock blockData,
            Transform flatsParent,
            DaggerfallBillboardBatch billboardBatch = null,
            ClimateNatureSets climateNature         = ClimateNatureSets.TemperateWoodland,
            ClimateSeason climateSeason             = ClimateSeason.Summer)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            if (!dfUnity.IsReady)
            {
                return;
            }

            for (int y = 0; y < 16; y++)
            {
                for (int x = 0; x < 16; x++)
                {
                    // Get scenery item - ignore indices -1 (empty) and 0 (marker/waypoint of some kind)
                    DFBlock.RmbGroundScenery scenery = blockData.RmbBlock.FldHeader.GroundData.GroundScenery[x, 15 - y];
                    if (scenery.TextureRecord < 1)
                    {
                        continue;
                    }

                    // Calculate position
                    Vector3 billboardPosition = new Vector3(
                        x * BlocksFile.TileDimension,
                        natureFlatsOffsetY,
                        y * BlocksFile.TileDimension + BlocksFile.TileDimension) * MeshReader.GlobalScale;

                    // Get Archive
                    int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason);

                    // Import custom 3d gameobject instead of flat
                    if (MeshReplacement.ImportCustomFlatGameobject(natureArchive, scenery.TextureRecord, billboardPosition, flatsParent) != null)
                    {
                        continue;
                    }

                    // Add billboard to batch or standalone
                    if (billboardBatch != null)
                    {
                        billboardBatch.AddItem(scenery.TextureRecord, billboardPosition);
                    }
                    else
                    {
                        GameObject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(natureArchive, scenery.TextureRecord, flatsParent);
                        go.transform.position = billboardPosition;
                        AlignBillboardToBase(go);
                    }
                }
            }
        }
        /// <summary>
        /// Adds RMB scenery flats to block node.
        /// </summary>
        /// <param name="block">DFBlock</param>
        /// <param name="blockNode">BlockNode.</param>
        /// <param name="sceneryArchive">Scenery texture archive index.</param>
        private void AddRMBSceneryFlats(ref DFBlock block, BlockNode blockNode, int sceneryArchive)
        {
            // Flags
            TextureManager.TextureCreateFlags flags =
                TextureManager.TextureCreateFlags.Dilate |
                TextureManager.TextureCreateFlags.PreMultiplyAlpha;
            if (Core.GraphicsProfile == GraphicsProfile.HiDef)
            {
                flags |= TextureManager.TextureCreateFlags.MipMaps;
            }

            // Add block scenery
            for (int y = 0; y < 16; y++)
            {
                for (int x = 0; x < 16; x++)
                {
                    // Get scenery item
                    DFBlock.RmbGroundScenery scenery =
                        block.RmbBlock.FldHeader.GroundData.GroundScenery[x, y];

                    // Ignore 0 as this appears to be a marker/waypoint of some kind
                    if (scenery.TextureRecord > 0)
                    {
                        // Load flat
                        int     textureKey;
                        Vector2 startSize;
                        Vector2 finalSize;
                        if (true == LoadDaggerfallFlat(
                                sceneryArchive,
                                scenery.TextureRecord,
                                flags,
                                out textureKey,
                                out startSize,
                                out finalSize))
                        {
                            // Calcuate position
                            Vector3 position = new Vector3(
                                x * tileSide,
                                (finalSize.Y / 2) - 4,
                                -rmbSide + y * tileSide);

                            // Create billboard node
                            BillboardNode billboardNode = new BillboardNode(
                                BillboardNode.BillboardType.ClimateScenery,
                                textureKey,
                                finalSize);
                            billboardNode.Position = position;
                            blockNode.Add(billboardNode);
                        }
                    }
                }
            }
        }
        public static void AddNatureFlatsToBatch(
            DaggerfallBillboardBatch batch,
            ref DFBlock blockData)
        {
            for (int y = 0; y < 16; y++)
            {
                for (int x = 0; x < 16; x++)
                {
                    // Get scenery item
                    DFBlock.RmbGroundScenery scenery = blockData.RmbBlock.FldHeader.GroundData.GroundScenery[x, 15 - y];

                    // Ignore 0 as this appears to be a marker/waypoint of some kind
                    if (scenery.TextureRecord > 0)
                    {
                        Vector3 billboardPosition = new Vector3(
                            x * BlocksFile.TileDimension,
                            NatureFlatsOffsetY,
                            y * BlocksFile.TileDimension + BlocksFile.TileDimension) * MeshReader.GlobalScale;
                        batch.AddItem(scenery.TextureRecord, billboardPosition);
                    }
                }
            }
        }