Torque3D/Templates/Modules/spectatorGameplay/SpectatorGameplay.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 SpectatorGameplay::create( %this )
{
//server scripts
exec("./scripts/server/camera.cs");
exec("./scripts/server/DefaultGame.cs");
exec("./scripts/server/VolumetricFog.cs");
//add DBs
if(isObject(DatablockFilesList))
{
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/camera.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/defaultParticle.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/lights.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedDatablocks.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedDecalData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedForestItemData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedParticleData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedParticleEmitterData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/markers.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/ribbons.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/sounds.cs" );
}
if(isObject(LevelFilesList))
{
for( %file = findFirstFile( "data/spectatorGameplay/levels/*.mis" );
%file !$= "";
%file = findNextFile( "data/spectatorGameplay/levels/*.mis" ))
{
LevelFilesList.add(%file);
}
}
if (!$Server::Dedicated)
{
//client scripts
$KeybindPath = "data/spectatorGameplay/scripts/client/default.keybinds.cs";
exec($KeybindPath);
%prefPath = getPrefpath();
if(isFile(%prefPath @ "/keybinds.cs"))
exec(%prefPath @ "/keybinds.cs");
exec("data/spectatorGameplay/scripts/client/inputCommands.cs");
//guis
exec("./scripts/gui/playGui.gui");
exec("./scripts/gui/playGui.cs");
}
}
function SpectatorGameplay::destroy( %this )
{
}