Generator parts: target a specific brush of a generator, or all of a kind

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Evaluación

Dificultad
5/5
Tiempo estimado
Más de una semana
Aptitud para principiantes
25/100
Tipo de issue
Nueva funcionalidad
Claridad
Bastante claro
Estado de actividad
Activo
Stack tecnológico
csharp, unity
Área
design, game-dev

Línea de trabajo

Start by reading the related issues #165, #242, #183, and #237, then trace how generators create brushes and how decals and trims resolve their targets. Check whether each generator can tag brushes consistently and how polygon decal corner anchors fit. Done means generators expose named brush parts, targets can select a part by role and index or apply to all matching parts, and decals and trims follow those targets as described.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

Decals (and anything else that targets a surface) can't say which brush of a generator they mean. A target is the generator plus a surface number, which resolves to the first brush with that surface (depth first). On a generator made of several brushes (stairs, and any other) a trim or targeted decal lands on the wrong brush, or doesn't draw.

This has to work for every generator, and each generator handles it itself: it knows what its brushes are.

Parts

  • Each generator declares the roles of its brushes (for linear stairs: Step, Landing, Side; for spiral stairs: Step, Column, RailTop; ...), each with a display name for the UI.
  • Every brush it makes is tagged with a part key: (role, index), small ints, set when the brushes are made. Names are never compared at runtime.
  • On rebuild the generator fills a table from part key to brush, so resolving a target is a lookup, not a search.
  • A generator that declares nothing gets one default role ("Brush") indexed in build order, so every generator works the same way.

Targets

A target becomes: generator, surface number, role, index, and how the index counts:

  • From start or from end: picked from the nearer end when placed, so a decal on the top step stays on the top step when steps are added or removed.
  • All: every brush of that role.

Placing (dropping a decal, picking a trim's edge) fills these in from the brush hit. The decal inspector shows the part by name ("Linear Stairs > Step 3, from bottom") and lets the count (from start, from end, all) be changed.

Automatically apply to multiple targets

  • Box decal on all steps: one decal component; the decal manager adds a copy per matching brush, at the same place relative to each brush's surface, like it splits a trim into pieces now.
  • Trim along a whole edge: the chain is the same edge on every brush of the role, in index order, so a trim follows e.g. the whole curved top edge of the rails, and keeps doing so when segments are added.
  • Could work with decals by dropping them while holding shift, on particular generator specific edges or surfaces.

Changes

  • When a part is gone (fewer steps than the index), the target draws nothing and keeps its data, as now.
  • Robust to adding brushes: targets keep naming the same part.

To check first

  • That every generator builds its brushes in an order it can tag consistently.
  • How polygon decals' corner anchors fit in.

Related: #165, #242, #183, #237.

Lenguaje dominante
C#
Estrellas
135
Forks
15
Merge medio
33 min
PR fusionados (30 d)
122

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Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

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