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

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Valutazione

Difficoltà
5/5
Tempo stimato
Più di una settimana
Idoneità per principianti
25/100
Tipo di issue
Funzionalità
Chiarezza
Abbastanza chiara
Stato di attività
Attiva
Stack tecnologico
csharp, unity
Ambito
design, game-dev

Direzione di ricerca

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.

Scritto dal modello di indicizzazione a partire dal testo della issue.

Descrizione

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.

Lingua principale
C#
Stelle
135
Fork
15
Merge medio
33m
PR unite (30g)
122

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