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DaggerfallUnity.cs
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DaggerfallUnity.cs
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// Project: Daggerfall Unity
// Copyright: Copyright (C) 2009-2023 Daggerfall Workshop
// Web Site: http://www.dfworkshop.net
// License: MIT License (http://www.opensource.org/licenses/mit-license.php)
// Source Code: https://github.com/Interkarma/daggerfall-unity
// Original Author: Gavin Clayton (interkarma@dfworkshop.net)
// Contributors:
//
// Notes:
//
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using DaggerfallConnect;
using DaggerfallConnect.Arena2;
using DaggerfallConnect.Utility;
using DaggerfallWorkshop.Utility;
using DaggerfallWorkshop.Game;
using DaggerfallWorkshop.Game.Items;
using DaggerfallWorkshop.Game.Utility;
using DaggerfallWorkshop.Game.Utility.ModSupport;
namespace DaggerfallWorkshop
{
/// <summary>
/// DaggerfallUnity main class.
/// </summary>
#if UNITY_EDITOR
[ExecuteInEditMode]
#endif
[RequireComponent(typeof(WorldTime))]
[RequireComponent(typeof(MaterialReader))]
[RequireComponent(typeof(MeshReader))]
[RequireComponent(typeof(SoundReader))]
public class DaggerfallUnity : MonoBehaviour
{
#region Fields
public const string staticGeometryTag = "StaticGeometry";
bool isReady = false;
bool isPathValidated = false;
ContentReader reader;
WorldTime worldTime;
MaterialReader materialReader;
MeshReader meshReader;
SoundReader soundReader;
ItemHelper itemHelper;
NameHelper nameHelper;
ITerrainSampler terrainSampler = new DefaultTerrainSampler();
ITerrainTexturing terrainTexturing = new DefaultTerrainTexturing();
ITerrainMaterialProvider terrainMaterialProvider;
ITerrainNature terrainNature = new DefaultTerrainNature();
ITextProvider textProvider = new DefaultTextProvider();
const ulong startingUID = 0x2000000;
static ulong currentUID = startingUID;
#endregion
#region Public Fields
// General
public string Arena2Path;
public int ModelImporter_ModelID = 456;
public string BlockImporter_BlockName = "MAGEAA01.RMB";
public string CityImporter_CityName = "Daggerfall/Daggerfall";
public string Experimental_CityLayoutName = "Daggerfall/Aldcart";
public string DungeonImporter_DungeonName = "Daggerfall/Privateer's Hold";
// Performance options
public bool Option_SetStaticFlags = true;
public bool Option_CombineRMB = true;
public bool Option_CombineRDB = true;
public bool Option_BatchBillboards = true;
// Import options
public bool Option_AddMeshColliders = true;
public bool Option_AddNavmeshAgents = true;
public bool Option_RMBGroundPlane = true;
// Prefab options
public bool Option_ImportLightPrefabs = true;
public Light Option_CityLightPrefab = null;
public Light Option_DungeonLightPrefab = null;
public Light Option_InteriorLightPrefab = null;
public bool Option_ImportDoorPrefabs = true;
public DaggerfallActionDoor Option_DungeonDoorPrefab = null;
public DaggerfallActionDoor Option_InteriorDoorPrefab = null;
public DaggerfallRMBBlock Option_CityBlockPrefab = null;
public DaggerfallRDBBlock Option_DungeonBlockPrefab = null;
public MobilePersonMotor Option_MobileNPCPrefab = null;
public bool Option_ImportEnemyPrefabs = true;
public DaggerfallEnemy Option_EnemyPrefab = null;
public bool Option_ImportRandomTreasure = true;
public DaggerfallLoot Option_LootContainerPrefab = null;
public GameObject Option_DungeonWaterPrefab = null;
public Vector3 Option_DungeonWaterPlaneSize = Vector3.one;
public Vector3 Option_DungeonWaterPlaneOffset = Vector3.zero;
// Time and space options
public bool Option_AutomateTextureSwaps = true;
public bool Option_AutomateSky = true;
public bool Option_AutomateCityWindows = true;
public bool Option_AutomateCityLights = true;
public bool Option_AutomateCityGates = false;
#endregion
#region Class Properties
/// <summary>
/// Gets or sets current unique identifier counter.
/// This property used for serialization/deserialization.
/// Should not be changed any other time.
/// UIDs 0-4095 are reserved.
/// </summary>
public static ulong CurrentUID
{
get { return currentUID; }
set { currentUID = (value < startingUID) ? startingUID : value; }
}
/// <summary>
/// Gets a new UID. Counter is incremented on each call.
/// </summary>
public static ulong NextUID
{
get { return GetNextUID(); }
}
public bool IsReady
{
get { return isReady; }
}
public bool IsPathValidated
{
get { return isPathValidated; }
}
public MaterialReader MaterialReader
{
get { return (materialReader != null) ? materialReader : materialReader = GetComponent<MaterialReader>(); }
}
public MeshReader MeshReader
{
get { return (meshReader != null) ? meshReader : meshReader = GetComponent<MeshReader>(); }
}
public SoundReader SoundReader
{
get { return (soundReader != null) ? soundReader : soundReader = GetComponent<SoundReader>(); }
}
public ItemHelper ItemHelper
{
get { return (itemHelper != null) ? itemHelper : itemHelper = new ItemHelper(); }
}
public NameHelper NameHelper
{
get { return (nameHelper != null) ? nameHelper : nameHelper = new NameHelper(); }
}
public WorldTime WorldTime
{
get { return (worldTime != null) ? worldTime : worldTime = GetComponent<WorldTime>(); }
}
public ContentReader ContentReader
{
get { return reader; }
}
public ITerrainSampler TerrainSampler
{
get { return terrainSampler; }
set { terrainSampler = value; }
}
public ITerrainTexturing TerrainTexturing
{
get { return terrainTexturing; }
set { terrainTexturing = value; }
}
public ITerrainNature TerrainNature
{
get { return terrainNature; }
set { terrainNature = value; }
}
public ITerrainMaterialProvider TerrainMaterialProvider
{
get { return terrainMaterialProvider ?? (terrainMaterialProvider = DaggerfallWorkshop.TerrainMaterialProvider.Default); }
set { terrainMaterialProvider = value; }
}
public ITextProvider TextProvider
{
get { return textProvider; }
set { textProvider = value; }
}
static SettingsManager settingsManager;
public static SettingsManager Settings
{
get { return (settingsManager != null) ? settingsManager : settingsManager = new SettingsManager(); }
}
#endregion
#region Singleton
static DaggerfallUnity instance = null;
public static DaggerfallUnity Instance
{
get
{
if (instance == null)
{
if (!FindDaggerfallUnity(out instance))
{
GameObject go = new GameObject();
go.name = "DaggerfallUnity";
instance = go.AddComponent<DaggerfallUnity>();
}
}
return instance;
}
}
public static bool HasInstance
{
get
{
return (instance != null);
}
}
#endregion
#region Unity
void Awake()
{
instance = null;
SetupSingleton();
SetupArena2Path();
SetupContentReaders();
}
void Start()
{
// Allow external code to set their own interfaces at start
RaiseOnSetTerrainSamplerEvent();
RaiseOnSetTextProviderEvent();
}
void Update()
{
#if UNITY_EDITOR
// Check ready every update in editor as code changes can de-instantiate local objects
if (!isReady) SetupArena2Path();
if (reader == null) SetupContentReaders();
#endif
}
#endregion
#region Editor-Only Methods
#if UNITY_EDITOR
public void EditorUpdate()
{
// Try to get ready
if (!isReady)
{
SetupSingleton();
SetupArena2Path();
SetupContentReaders();
}
// Check content ready every update in editor as code changes can de-instantiate local objects
if (reader == null)
{
SetupContentReaders();
}
}
/// <summary>
/// Setup path and content readers again.
/// Used by editor when setting new Arena2Path.
/// </summary>
public void EditorResetArena2Path()
{
Settings.LoadSettings();
SetupArena2Path();
SetupContentReaders(true);
}
/// <summary>
/// Clear Arena2 path in editor.
/// Used when you wish to decouple from Arena2 for certain builds.
/// </summary>
public void EditorClearArena2Path()
{
Arena2Path = string.Empty;
EditorResetArena2Path();
}
#endif
#endregion
#region Startup and Shutdown
/// <summary>
/// Sets new arena2 path and sets up DaggerfallUnity.
/// </summary>
/// <param name="arena2Path">New arena2 path. Must be valid.</param>
public void ChangeArena2Path(string arena2Path)
{
Arena2Path = arena2Path;
SetupArena2Path();
SetupContentReaders(true);
}
private void SetupArena2Path()
{
// Clear path validated flag
isPathValidated = false;
#if !UNITY_EDITOR
// When starting a build, always clear stored path
if (Application.isPlaying)
{
Arena2Path = string.Empty;
}
#endif
// Allow implementor to set own Arena2 path (e.g. from custom settings file)
RaiseOnSetArena2SourceEvent();
#if UNITY_EDITOR
// Check editor singleton path is valid
if (ValidateArena2Path(Arena2Path))
{
isReady = true;
isPathValidated = true;
LogMessage("Arena2 path validated.", true);
return;
}
#endif
// Look for arena2/ARENA2 folder inside Settings.MyDaggerfallPath
bool found = false;
string path = TestArena2Exists(Settings.MyDaggerfallPath);
if (!string.IsNullOrEmpty(path))
{
//LogMessage("Trying Daggerfall path " + path, true);
if (Directory.Exists(path))
found = true;
else
LogMessage("Daggerfall path not found.", true);
}
// Otherwise, look for arena2 folder in Application.dataPath at runtime
if (Application.isPlaying && !found)
{
path = TestArena2Exists(Application.dataPath);
if (!string.IsNullOrEmpty(path))
found = true;
}
// Finally, look for arena2 folder in StreamingAssets/GameFiles
if (Application.isPlaying && !found)
{
path = TestArena2Exists(Path.Combine(Application.streamingAssetsPath, "GameFiles"));
if (!string.IsNullOrEmpty(path))
found = true;
}
// Did we find a path?
if (found)
{
// If it appears valid set this is as our path
//LogMessage(string.Format("Testing arena2 path at '{0}'.", path), true);
if (ValidateArena2Path(path))
{
Arena2Path = path;
isReady = true;
isPathValidated = true;
LogMessage(string.Format("Found valid arena2 path at '{0}'.", path), true);
//Generate log file
GenerateDiagLog.PrintInfo(Settings.MyDaggerfallPath);
return;
}
}
else
{
LogMessage(string.Format("Could not find arena2 path. Try setting MyDaggerfallPath in settings.ini."), true);
}
// No path was found but we can try to carry on without one
// Many features will not work without a valid path
isReady = true;
// Singleton is now ready
RaiseOnReadyEvent();
}
private void SetupContentReaders(bool force = false)
{
if (reader == null || force)
{
// Ensure content readers available even when path not valid
if (isPathValidated)
{
DaggerfallUnity.LogMessage(string.Format("Setting up content readers with arena2 path '{0}'.", Arena2Path));
reader = new ContentReader(Arena2Path);
}
else
{
DaggerfallUnity.LogMessage(string.Format("Setting up content readers without arena2 path. Not all features will be available."));
reader = new ContentReader(string.Empty);
}
}
}
#endregion
#region Public Static Methods
public static void LogMessage(string message, bool showInEditor = false)
{
if (showInEditor || Application.isPlaying) Debug.Log(string.Format("DFTFU {0}: {1}", VersionInfo.DaggerfallToolsForUnityVersion, message));
}
public static bool FindDaggerfallUnity(out DaggerfallUnity dfUnityOut)
{
dfUnityOut = GameObject.FindObjectOfType<DaggerfallUnity>();
if (dfUnityOut == null)
{
LogMessage("Could not locate DaggerfallUnity GameObject instance in scene!", true);
return false;
}
return true;
}
public static string TestArena2Exists(string parent)
{
// Accept either upper or lower case
string pathLower = Path.Combine(parent, "arena2");
string pathUpper = Path.Combine(parent, "ARENA2");
if (Directory.Exists(pathLower))
return pathLower;
else if (Directory.Exists(pathUpper))
return pathUpper;
else
return string.Empty;
}
public static bool ValidateArena2Path(string path)
{
DFValidator.ValidationResults results;
DFValidator.ValidateArena2Folder(path, out results);
return results.AppearsValid;
}
static ulong GetNextUID()
{
return currentUID++;
}
/// <summary>
/// Resets UID back to starting state.
/// Should only be used when starting a fresh new game (e.g. classic save import).
/// </summary>
public static void ResetUID()
{
currentUID = startingUID;
}
#endregion
#region Internal Methods
/// <summary>
/// Removes from cache all assets that have not been accessed from the time in minutes defined by
/// <see cref="SettingsManager.AssetCacheThreshold"/>. If equals to <c>0</c> assets are never removed from cache.
/// </summary>
internal void PruneCache()
{
if (Settings.AssetCacheThreshold == 0)
return;
float time = Time.realtimeSinceStartup;
float threshold = Settings.AssetCacheThreshold * 60;
MaterialReader.PruneCache(time, threshold);
if (ModManager.Instance)
ModManager.Instance.PruneCache(time, threshold);
RaiseOnPruneCacheEvent(time, threshold);
}
#endregion
#region Private Methods
private void SetupSingleton()
{
if (instance == null)
instance = this;
else if (instance != this)
{
if (Application.isPlaying)
{
LogMessage("Multiple DaggerfallUnity instances detected in scene!", true);
Destroy(gameObject);
}
}
}
#endregion
#region Event Handlers
// OnReady
public delegate void OnReadyEventHandler();
public static event OnReadyEventHandler OnReady;
protected virtual void RaiseOnReadyEvent()
{
if (OnReady != null)
OnReady();
}
// OnSetArena2Source
public delegate void OnSetArena2SourceEventHandler();
public static event OnSetArena2SourceEventHandler OnSetArena2Source;
protected virtual void RaiseOnSetArena2SourceEvent()
{
if (OnSetArena2Source != null)
OnSetArena2Source();
}
// OnSetTerrainSampler
public delegate void OnSetTerrainSamplerEventHandler();
public static event OnSetTerrainSamplerEventHandler OnSetTerrainSampler;
protected virtual void RaiseOnSetTerrainSamplerEvent()
{
if (OnSetTerrainSampler != null)
OnSetTerrainSampler();
}
// OnSetTextProvider
public delegate void OnSetTextProviderEventHandler();
public static event OnSetTextProviderEventHandler OnSetTextProvider;
protected virtual void RaiseOnSetTextProviderEvent()
{
if (OnSetTextProvider != null)
OnSetTextProvider();
}
public delegate void OnPruneCacheEventHandler(float time, float threshold);
public event OnPruneCacheEventHandler OnPruneCache;
private void RaiseOnPruneCacheEvent(float time, float threshold)
{
if (OnPruneCache != null)
OnPruneCache(time, threshold);
}
#endregion
}
}