def save_decals_list(decals: List[TerryDecal], entities: Element): for terry_decal in decals: entity = create_entity_node(entities) ECDecal = SubElement( entity, "ECDecal", { "model_path": terry_decal.model_path, "parallax_scale": str(terry_decal.parallax_scale), "tiling": str(terry_decal.tiling), "normal_mode": terry_decal.normal_mode, "apply_to_terrain": s_bool(terry_decal.flags["apply_to_terrain"]), "apply_to_objects": s_bool(terry_decal.flags["apply_to_objects"]), "render_above_snow": s_bool(terry_decal.flags["render_above_snow"]), }) ecterrainclamp_to_xml(entity, terry_decal.ecterrainclamp) ectransform_to_xml(entity, terry_decal.ectransform) ecbattleproperties_to_xml(entity, terry_decal.ecbattleproperties) return entities
def save_tree_list(trees: List[TerryTree], entities: Element): for tree in trees: entity = create_entity_node(entities) ECVegetation = SubElement(entity, "ECVegetation", { "key": tree.key, }) ectransform_to_xml(entity, tree.ectransform) ecterrainclamp_to_xml(entity, tree.ecterrainclamp)
def save_prefab_instance_list(prefab_instances: List[TerryPrefabInstance], entities: Element): for prefab_instance in prefab_instances: entity = create_entity_node(entities) ECPrefab = SubElement(entity, "ECPrefab", { "key": str(prefab_instance.key), }) ecterrainclamp_to_xml(entity, prefab_instance.ecterrainclamp) ectransform_to_xml(entity, prefab_instance.ectransform) return entities
def save_prop_buildings_list(prop_buildings: List[TerryPropBuilding], entities: Element): for prop_building in prop_buildings: entity = create_entity_node(entities) ECPropMesh = SubElement(entity, "ECPropMesh") ECMesh = SubElement( entity, "ECMesh", { "model_path": prop_building.model_path, "animation_path": "", "opacity": "1", }) ecterrainclamp_to_xml(entity, prop_building.ecterrainclamp) ectransform_to_xml(entity, prop_building.ectransform) ecbattleproperties_to_xml(entity, prop_building.ecbattleproperties) return entities
def save_particles_list(particles: List[TerryParticle], entities: Element): for terry_particle in particles: # terry_particle = convert_particle(particle) entity = create_entity_node(entities) ECVFX = SubElement(entity, "ECVFX", { "vfx": terry_particle.vfx, "autoplay": "true", "scale": "1", "instance_name": "", }) ecterrainclamp_to_xml(entity, terry_particle.ecterrainclamp) ectransform_to_xml(entity, terry_particle.ectransform) ecbattleproperties_to_xml(entity, terry_particle.ecbattleproperties) return entities
def save_buildings_list(buildings: List[TerryBuilding], entities: Element): for building in buildings: entity = create_entity_node(entities) ECBuilding = SubElement( entity, "ECBuilding", { "key": building.key, "damage": str(building.damage), "indestructible": s_bool(building.flags["indestructible"]), "toggleable": s_bool(building.flags["toggleable"]), "capture_location": "", "export_as_prop": s_bool(building.flags["export_as_prop"]), "allow_in_outfield_as_prop": s_bool(building.flags["allow_in_outfield_as_prop"]), }) ecmeshrendersettings_to_xml(entity, building.ecmeshrendersettings) ectransform_to_xml(entity, building.ectransform) ecterrainclamp_to_xml(entity, building.ecterrainclamp)