Torque3D/Templates/BaseGame/game/data/ui/UI.cs

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// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
// First, a client will always create a server in the event that they want to host a single player
// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
// in the networking short-circuited to sidestep around lag and packet transmission times.
// initServer() is called, loading the default server scripts.
// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
// to prep a playable client session.
// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
// connected to it via createAndConnectToLocalServer().
function UI::create( %this )
{
if ($Server::Dedicated)
return;
// Use our prefs to configure our Canvas/Window
configureCanvas();
//Load UI stuff
//we need to load this because some of the menu profiles use the sounds here
exec("./scripts/datablocks/guiSounds.cs");
//Profiles
exec("./scripts/profiles.cs");
//Now gui files
exec("./scripts/guis/mainMenu.gui");
exec("./scripts/guis/chooseLevelDlg.gui");
exec("./scripts/guis/joinServerMenu.gui");
exec("./scripts/guis/loadingGui.gui");
exec("./scripts/guis/optionsMenu.gui");
exec("./scripts/guis/pauseMenu.gui");
exec("./scripts/guis/remapDlg.gui");
exec("./scripts/guis/remapConfirmDlg.gui");
exec("./scripts/guis/profiler.gui");
exec("./scripts/guis/netGraphGui.gui");
exec("./scripts/guis/RecordingsDlg.gui");
exec("./scripts/guis/FileDialog.gui");
exec("./scripts/guis/guiMusicPlayer.gui");
exec("./scripts/guis/startupGui.gui");
//Load gui companion scripts
exec("./scripts/chooseLevelDlg.cs");
exec("./scripts/optionsList.cs");
exec("./scripts/optionsMenu.cs");
exec("./scripts/graphicsMenu.cs");
exec("./scripts/controlsMenu.cs");
exec("./scripts/chooseLevelDlg.cs");
exec("./scripts/mainMenu.cs");
exec("./scripts/joinServerMenu.cs");
exec("./scripts/pauseMenu.cs");
exec("./scripts/messageBoxes.cs");
exec("./scripts/help.cs");
exec("./scripts/cursors.cs");
exec("./scripts/profiler.cs");
exec("./scripts/FileDialog.cs");
exec("./scripts/GuiTreeViewCtrl.cs");
exec("./scripts/guiMusicPlayer.cs");
exec("./scripts/startupGui.cs");
%dbList = new ArrayObject(LevelFilesList);
loadStartup();
}
function Game::destroy( %this )
{
}