示例#1
0
        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();
        }
示例#2
0
 public void RandomiseDungeonTextureTable()
 {
     DungeonTextureTable = StaticTextureTables.RandomTextureTable(UnityEngine.Random.Range(int.MinValue, int.MaxValue));
     ApplyDungeonTextureTable();
 }