public void UseLocationDungeonTextureTable() { // Hard-coding location texture tables as missing information to generate at runtime // This will be replaced with true implementation when possible switch (Summary.ID) { case 187853213: // Daggerfall/Privateer's Hold DungeonTextureTable = StaticTextureTables.PrivateersHold; break; case 630439035: // Wayrest/Wayrest DungeonTextureTable = StaticTextureTables.Wayrest; break; case 1291010263: // Daggerfall/Daggerfall DungeonTextureTable = StaticTextureTables.Daggerfall; break; case 6634853: // Sentinel/Sentinel DungeonTextureTable = StaticTextureTables.Sentinel; break; case 19021260: // Orsinium Area/Orsinium DungeonTextureTable = StaticTextureTables.Orsinium; break; case 728811286: // Wrothgarian Mountains/Shedungent DungeonTextureTable = StaticTextureTables.Shedungent; break; case 701948302: // Dragontail Mountains/Scourg Barrow DungeonTextureTable = StaticTextureTables.ScourgBarrow; break; case 83032363: // Wayrest/Woodborne Hall DungeonTextureTable = StaticTextureTables.WoodborneHall; break; case 1001: // High Rock sea coast/Mantellan Crux DungeonTextureTable = StaticTextureTables.MantellanCrux; break; case 207828842: // Menevia/Lysandus' Tomb DungeonTextureTable = StaticTextureTables.LysandusTomb; break; default: // Everywhere else - random table seeded from ID DungeonTextureTable = StaticTextureTables.RandomTextureTable(Summary.ID); break; } ApplyDungeonTextureTable(); }
public void RandomiseDungeonTextureTable() { DungeonTextureTable = StaticTextureTables.RandomTextureTable(UnityEngine.Random.Range(int.MinValue, int.MaxValue)); ApplyDungeonTextureTable(); }