private static void AddEnemy( DFBlock.RdbObject obj, MobileTypes type, Transform parent = null, DFRegion.DungeonTypes dungeonType = DFRegion.DungeonTypes.HumanStronghold) { // Get default reaction MobileReactions reaction = MobileReactions.Hostile; if (obj.Resources.FlatResource.FlatData.Reaction == (int)DFBlock.EnemyReactionTypes.Passive) { reaction = MobileReactions.Passive; } // Just setup demo enemies at this time string name = string.Format("DaggerfallEnemy [{0}]", type.ToString()); Vector3 position = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale; GameObject go = GameObjectHelper.InstantiatePrefab(DaggerfallUnity.Instance.Option_EnemyPrefab.gameObject, name, parent, position); SetupDemoEnemy setupEnemy = go.GetComponent <SetupDemoEnemy>(); if (setupEnemy != null) { // Configure enemy setupEnemy.ApplyEnemySettings(type, reaction); // Align non-flying units with ground DaggerfallMobileUnit mobileUnit = setupEnemy.GetMobileBillboardChild(); if (mobileUnit.Summary.Enemy.Behaviour != MobileBehaviour.Flying) { GameObjectHelper.AlignControllerToGround(go.GetComponent <CharacterController>()); } } }
/// <summary> /// Adds action door to scene. /// </summary> private static GameObject AddActionDoor(DaggerfallUnity dfUnity, uint modelId, DFBlock.RdbObject obj, Transform parent, long loadID = 0) { if (dfUnity.Option_DungeonDoorPrefab == null) { return(null); } // Get model data and matrix ModelData modelData; dfUnity.MeshReader.GetModelData(modelId, out modelData); Matrix4x4 modelMatrix = GetModelMatrix(obj); // Instantiate door prefab and add model GameObject go = GameObjectHelper.InstantiatePrefab(dfUnity.Option_DungeonDoorPrefab.gameObject, string.Empty, parent, Vector3.zero); GameObjectHelper.CreateDaggerfallMeshGameObject(modelId, parent, false, go, true); // Resize box collider to new mesh bounds BoxCollider boxCollider = go.GetComponent <BoxCollider>(); MeshRenderer meshRenderer = go.GetComponent <MeshRenderer>(); if (boxCollider != null && meshRenderer != null) { boxCollider.center = meshRenderer.bounds.center; boxCollider.size = meshRenderer.bounds.size; } // Get rotation angle for each axis float degreesX = -obj.Resources.ModelResource.XRotation / BlocksFile.RotationDivisor; float degreesY = -obj.Resources.ModelResource.YRotation / BlocksFile.RotationDivisor; float degreesZ = -obj.Resources.ModelResource.ZRotation / BlocksFile.RotationDivisor; // Apply transforms go.transform.Rotate(0, degreesY, 0, Space.World); go.transform.Rotate(degreesX, 0, 0, Space.World); go.transform.Rotate(0, 0, degreesZ, Space.World); go.transform.localPosition = modelMatrix.GetColumn(3); // Get action door script DaggerfallActionDoor actionDoor = go.GetComponent <DaggerfallActionDoor>(); // Set starting lock value if (obj.Resources.ModelResource.TriggerFlag_StartingLock >= 16) { actionDoor.StartingLockValue = (int)obj.Resources.ModelResource.TriggerFlag_StartingLock; } // Set LoadID actionDoor.LoadID = loadID; return(go); }
private static void AddLight(DaggerfallUnity dfUnity, DFBlock.RmbBlockFlatObjectRecord obj, Transform parent = null) { if (dfUnity.Option_CityLightPrefab == null) { return; } Vector2 size = dfUnity.MeshReader.GetScaledBillboardSize(210, obj.TextureRecord); Vector3 position = new Vector3( obj.XPos, -obj.YPos + size.y, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; GameObjectHelper.InstantiatePrefab(dfUnity.Option_CityLightPrefab.gameObject, string.Empty, parent, position); }
private static GameObject AddLight(DaggerfallUnity dfUnity, DFBlock.RdbObject obj, Transform parent) { // Spawn light gameobject float range = obj.Resources.LightResource.Radius * MeshReader.GlobalScale; Vector3 position = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale; GameObject go = GameObjectHelper.InstantiatePrefab(dfUnity.Option_DungeonLightPrefab.gameObject, string.Empty, parent, position); Light light = go.GetComponent <Light>(); if (light != null) { light.range = range * 3; } return(go); }
/// <summary> /// Instantiate base RMB block by DFBlock data. /// </summary> /// <param name="blockData">Block data.</param> /// <returns>Block GameObject.</returns> public static GameObject CreateBaseGameObject(ref DFBlock blockData, DaggerfallRMBBlock cloneFrom = null) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return(null); } // Create gameobject GameObject go; string name = string.Format("DaggerfallBlock [{0}]", blockData.Name); if (cloneFrom != null) { go = GameObjectHelper.InstantiatePrefab(cloneFrom.gameObject, name, null, Vector3.zero); } else { go = new GameObject(name); go.AddComponent <DaggerfallRMBBlock>(); } // Setup combiner ModelCombiner combiner = null; if (dfUnity.Option_CombineRMB) { combiner = new ModelCombiner(); } // Lists to receive any doors found in this block List <StaticDoor> modelDoors; List <StaticDoor> propDoors; // Add models and static props GameObject modelsNode = new GameObject("Models"); modelsNode.transform.parent = go.transform; AddModels(dfUnity, ref blockData, out modelDoors, combiner, modelsNode.transform); AddProps(dfUnity, ref blockData, out propDoors, combiner, modelsNode.transform); // Add doors List <StaticDoor> allDoors = new List <StaticDoor>(); if (modelDoors.Count > 0) { allDoors.AddRange(modelDoors); } if (propDoors.Count > 0) { allDoors.AddRange(propDoors); } if (allDoors.Count > 0) { AddStaticDoors(allDoors.ToArray(), go); } // Apply combiner if (combiner != null) { if (combiner.VertexCount > 0) { combiner.Apply(); GameObjectHelper.CreateCombinedMeshGameObject( combiner, "CombinedModels", modelsNode.transform, dfUnity.Option_SetStaticFlags); } } return(go); }
/// <summary> /// Instantiate base RMB block by DFBlock data. /// </summary> /// <param name="blockData">Block data.</param> /// <param name="layoutX">X coordinate in parent map layout.</param> /// /// <param name="layoutY">Y coordinate in parent map layout.</param> /// <param name="cloneFrom">Prefab to clone from.</param> /// <returns>Block GameObject.</returns> public static GameObject CreateBaseGameObject(ref DFBlock blockData, int layoutX, int layoutY, DaggerfallRMBBlock cloneFrom = null) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return(null); } // Create gameobject GameObject go; string name = string.Format("DaggerfallBlock [{0}]", blockData.Name); if (cloneFrom != null) { go = GameObjectHelper.InstantiatePrefab(cloneFrom.gameObject, name, null, Vector3.zero); } else { go = new GameObject(name); } // Setup combiner ModelCombiner combiner = null; if (dfUnity.Option_CombineRMB) { combiner = new ModelCombiner(); } // Lists to receive any doors found in this block List <StaticDoor> modelDoors; List <StaticDoor> propDoors; List <StaticBuilding> modelBuildings; // Add models and static props GameObject modelsNode = new GameObject("Models"); modelsNode.transform.parent = go.transform; AddModels(dfUnity, layoutX, layoutY, ref blockData, out modelDoors, out modelBuildings, combiner, modelsNode.transform); AddProps(dfUnity, ref blockData, out propDoors, combiner, modelsNode.transform); // Combine list of doors found in models and props List <StaticDoor> allDoors = new List <StaticDoor>(); if (modelDoors.Count > 0) { allDoors.AddRange(modelDoors); } if (propDoors.Count > 0) { allDoors.AddRange(propDoors); } // Assign building key to each door for (int i = 0; i < allDoors.Count; i++) { StaticDoor door = allDoors[i]; door.buildingKey = BuildingDirectory.MakeBuildingKey((byte)layoutX, (byte)layoutY, (byte)door.recordIndex); allDoors[i] = door; } // Assign building key to each building for (int i = 0; i < modelBuildings.Count; i++) { StaticBuilding building = modelBuildings[i]; building.buildingKey = BuildingDirectory.MakeBuildingKey((byte)layoutX, (byte)layoutY, (byte)building.recordIndex); modelBuildings[i] = building; } // Add static doors component if (allDoors.Count > 0) { AddStaticDoors(allDoors.ToArray(), go); } // Add static buildings component if (modelBuildings.Count > 0) { AddStaticBuildings(modelBuildings.ToArray(), go); } // Apply combiner if (combiner != null) { if (combiner.VertexCount > 0) { combiner.Apply(); GameObjectHelper.CreateCombinedMeshGameObject( combiner, "CombinedModels", modelsNode.transform, dfUnity.Option_SetStaticFlags); } } return(go); }
/// <summary> /// Instantiate base RDB block by DFBlock data. /// </summary> /// <param name="blockData">Block data.</param> /// <param name="textureTable">Optional texture table for dungeon.</param> /// <param name="allowExitDoors">Add exit doors to block.</param> /// <param name="cloneFrom">Clone and build on a prefab object template.</param> /// <returns>Block GameObject.</returns> public static GameObject CreateBaseGameObject( ref DFBlock blockData, int[] textureTable = null, bool allowExitDoors = true, DaggerfallRDBBlock cloneFrom = null) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return(null); } // Use default texture table if one not specified if (textureTable == null) { textureTable = StaticTextureTables.DefaultTextureTable; } // Create gameobject GameObject go; string name = string.Format("DaggerfallBlock [{0}]", blockData.Name); if (cloneFrom != null) { go = GameObjectHelper.InstantiatePrefab(cloneFrom.gameObject, name, null, Vector3.zero); } else { go = new GameObject(name); go.AddComponent <DaggerfallRDBBlock>(); } // Setup combiner ModelCombiner combiner = null; if (dfUnity.Option_CombineRDB) { combiner = new ModelCombiner(); } // Add parent node GameObject modelsNode = new GameObject("Models"); GameObject actionModelsNode = new GameObject("Action Models"); modelsNode.transform.parent = go.transform; actionModelsNode.transform.parent = go.transform; // Add models List <StaticDoor> exitDoors; AddModels( dfUnity, ref blockData, textureTable, allowExitDoors, out exitDoors, combiner, modelsNode.transform, actionModelsNode.transform); // Apply combiner if (combiner != null) { if (combiner.VertexCount > 0) { combiner.Apply(); GameObject cgo = GameObjectHelper.CreateCombinedMeshGameObject( combiner, "CombinedModels", modelsNode.transform, dfUnity.Option_SetStaticFlags); cgo.GetComponent <DaggerfallMesh>().SetDungeonTextures(textureTable); } } // Add exit doors if (exitDoors.Count > 0) { DaggerfallStaticDoors c = go.AddComponent <DaggerfallStaticDoors>(); c.Doors = exitDoors.ToArray(); } return(go); }
/// <summary> /// Add subrecord (building) exterior block flats. /// </summary> public static void AddExteriorBlockFlats( ref DFBlock blockData, Transform flatsParent, Transform lightsParent, int mapId, int locationIndex, ClimateNatureSets climateNature = ClimateNatureSets.TemperateWoodland, ClimateSeason climateSeason = ClimateSeason.Summer) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; if (!dfUnity.IsReady) { return; } // Get Nature Archive int natureArchive = ClimateSwaps.GetNatureArchive(climateNature, climateSeason); foreach (DFBlock.RmbSubRecord subRecord in blockData.RmbBlock.SubRecords) { Vector3 subRecordPosition = new Vector3(subRecord.XPos, 0, -subRecord.ZPos) * MeshReader.GlobalScale; foreach (DFBlock.RmbBlockFlatObjectRecord obj in subRecord.Exterior.BlockFlatObjectRecords) { // Don't add building exterior editor flats since they can't be used by any DFU systems int archive = obj.TextureArchive; if (archive == TextureReader.EditorFlatsTextureArchive) { continue; } // Calculate position Vector3 billboardPosition = new Vector3( obj.XPos, -obj.YPos + blockFlatsOffsetY, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; billboardPosition += subRecordPosition; // Add natures using correct climate set archive if (archive >= (int)DFLocation.ClimateTextureSet.Nature_RainForest && archive <= (int)DFLocation.ClimateTextureSet.Nature_Mountains_Snow) { archive = natureArchive; billboardPosition.z = natureFlatsOffsetY; } GameObject go = MeshReplacement.ImportCustomFlatGameobject(archive, obj.TextureRecord, billboardPosition, flatsParent); bool isImported = go != null; if (!isImported) { // Add standalone billboard gameobject go = GameObjectHelper.CreateDaggerfallBillboardGameObject(archive, obj.TextureRecord, flatsParent); go.transform.position = billboardPosition; AlignBillboardToBase(go); } // Add animal sound if (archive == TextureReader.AnimalsTextureArchive) { AddAnimalAudioSource(go, obj.TextureRecord); } // If flat record has a non-zero faction id, then it's an exterior NPC if (obj.FactionID != 0) { // Add RMB data to billboard Billboard dfBillboard = go.GetComponent <Billboard>(); if (dfBillboard != null) { dfBillboard.SetRMBPeopleData(obj.FactionID, obj.Flags, obj.Position); } // Add StaticNPC behaviour StaticNPC npc = go.AddComponent <StaticNPC>(); npc.SetLayoutData(obj, mapId, locationIndex); } // If this is a light flat, import light prefab if (archive == TextureReader.LightsTextureArchive && !isImported) { if (dfUnity.Option_CityLightPrefab == null) { return; } Vector2 size = dfUnity.MeshReader.GetScaledBillboardSize(210, obj.TextureRecord); Vector3 position = new Vector3( obj.XPos, -obj.YPos + size.y, obj.ZPos + BlocksFile.RMBDimension) * MeshReader.GlobalScale; position += subRecordPosition; GameObjectHelper.InstantiatePrefab(dfUnity.Option_CityLightPrefab.gameObject, string.Empty, lightsParent, position); } } } }