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Parametrize script extension, default to 'tscript'
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542 changed files with 774 additions and 783 deletions
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@ -4,7 +4,7 @@
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ModuleId="ExampleModule"
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VersionId="1"
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Group="Game"
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scriptFile="ExampleModule.cs"
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scriptFile="ExampleModule.tscript"
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CreateFunction="onCreate"
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DestroyFunction="onDestroy">
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<DeclaredAssets
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@ -18,7 +18,7 @@ function ExampleModule::onDestroy(%this)
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//This is called when the server part of the application is initially created. Torque3D
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//assumes, even in a single player context, that there is ultimately a 'server' and a 'client'
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//So during initial launch and startup of the engine, the server side is initialized in
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//core/clientServer/scripts/server/server.cs - in the initServer() function where this is called.
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//core/clientServer/scripts/server/server.tscript - in the initServer() function where this is called.
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//This is called on all modules that have this function defined. This is important for
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//any persistant parts of the server that always need to run such as gameplay scripts
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//
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@ -29,15 +29,15 @@ function ExampleModule::onDestroy(%this)
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//ExampleGameMode::onMissionReset
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//Are called during the startup, shut down, and resetting of any and all active gamemodes, as informed by the loaded scenes
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//when the game server is processed.
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//These callbacks are activated in core/clientServer/scripts/server/levelLoad.cs
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//These callbacks are activated in core/clientServer/scripts/server/levelLoad.tscript
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function ExampleModule::initServer(%this)
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{
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//This script contains our ExampleGameMode logic
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%this.queueExec("./scripts/ExampleGamemodeScript.cs");
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%this.queueExec("./scripts/ExampleGamemodeScript.tscript");
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}
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//This is called when a game session server is actually created so the game may be played. It's called
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//from core/clientServer/scripts/server/server.cs - in the createServer() function, which is called when
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//from core/clientServer/scripts/server/server.tscript - in the createServer() function, which is called when
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//A game session is actually launched, and the server is generated so game clients can connect to it.
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//This is utilized to set up common things that need to be set up each time the game session server is
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//created, such as common variables, datablocks to be transmitted to the client, etc.
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@ -50,11 +50,11 @@ function ExampleModule::onCreateGameServer(%this)
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//onServerCreated(), it loads the datablocks via this array, and when when the server goes
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//to pass data to the client, it iterates over this list and processes it, ensuring all datablocks
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//are the most up to date possible for transmission to the connecting client
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//%this.registerDatablock("./datablocks/ExampleDatablock.cs");
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//%this.registerDatablock("./datablocks/ExampleDatablock.tscript");
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}
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//This is called when a game session server is destroyed, when the game shuts down. It's called from
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//core/clientServer/scripts/server/server.cs - in the destroyServer() function, which just cleans up anything
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//core/clientServer/scripts/server/server.tscript - in the destroyServer() function, which just cleans up anything
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//The module may have set up as part of the game server being created.
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function ExampleModule::onDestroyGameServer(%this)
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{
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@ -63,7 +63,7 @@ function ExampleModule::onDestroyGameServer(%this)
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//Similar to initServer, this is called during the initial launch of the application and the client component
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//is set up. The difference is that the client may not actually be created, such as in the case for dedicated servers
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//Where no UI or gameplay interface is required. It's called from core/clientServer/scripts/client/client.cs -
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//Where no UI or gameplay interface is required. It's called from core/clientServer/scripts/client/client.tscript -
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//in the initClient() function. It sets up common elements that the client will always need, such as scripts, GUIs
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//and the like
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function ExampleModule::initClient(%this)
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@ -74,17 +74,17 @@ function ExampleModule::initClient(%this)
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//client scripts
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//Here, we exec out keybind scripts so the player is able to move when they get into a game
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%this.queueExec("./scripts/default.keybinds.cs");
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%this.queueExec("./scripts/default.keybinds.tscript");
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%prefPath = getPrefpath();
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if(isFile(%prefPath @ "/keybinds.cs"))
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exec(%prefPath @ "/keybinds.cs");
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if(isFile(%prefPath @ "/keybinds.tscript"))
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exec(%prefPath @ "/keybinds.tscript");
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%this.queueExec("./scripts/inputCommands.cs");
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%this.queueExec("./scripts/inputCommands.tscript");
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}
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//This is called when a game session client successfuly connects to a game server.
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//It's called from core/clientServer/scripts/client/connectionToServer.cs - in the GameConnection::onConnectionAccepted() function
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//It's called from core/clientServer/scripts/client/connectionToServer.tscript - in the GameConnection::onConnectionAccepted() function
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//It's used for any client-side specific game session stuff that the client needs to load or pass to the server, such as profile data
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//account progress, preferences, etc.
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//
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@ -96,7 +96,7 @@ function ExampleModule::onCreateClientConnection(%this)
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}
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//This is called when a client game session disconnects from a game server
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//It's called from core/clientServer/scripts/client/connectionToServer.cs - in the disconnectedCleanup() function
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//It's called from core/clientServer/scripts/client/connectionToServer.tscript - in the disconnectedCleanup() function
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//It's used to clean up and potentially write out any client-side stuff that needs housekeeping when disconnecting for any reason.
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//It will be called if the connection is manually terminated, or lost due to any sort of connection issue.
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//
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@ -7,7 +7,7 @@
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//ExampleGameMode::onMissionReset
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//ExampleGameMode::onMissionEnd
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//Are the primary hooks for the server to start, restart and end any active gamemodes
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//onMissionStart, for example is called from core/clientServer/scripts/server/levelLoad.cs
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//onMissionStart, for example is called from core/clientServer/scripts/server/levelLoad.tscript
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//It's called once the server has successfully loaded the level, and has parsed
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//through any active scenes to get GameModeNames defined by them. It then iterates
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//over them and calls these callbacks to envoke gamemode behaviors. This allows multiple
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@ -128,7 +128,7 @@ function ExampleGameMode::onClientConnect(%this, %client)
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//This is called when a client enters the game server. It's used to spawn a player object
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//set up any client-specific properties such as saved configs, values, their name, etc
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//These callbacks are activated in core/clientServer/scripts/server/levelDownload.cs
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//These callbacks are activated in core/clientServer/scripts/server/levelDownload.tscript
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function ExampleGameMode::onClientEnterGame(%this, %client)
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{
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//Set the player name based on the client's connection data
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@ -139,7 +139,7 @@ function ExampleGameMode::onClientEnterGame(%this, %client)
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//This is called when the player leaves the game server. It's used to clean up anything that
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//was spawned or setup for the client when it connected, in onClientEnterGame
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//These callbacks are activated in core/clientServer/scripts/server/levelDownload.cs
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//These callbacks are activated in core/clientServer/scripts/server/levelDownload.tscript
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function ExampleGameMode::onClientLeaveGame(%this, %client)
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{
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// Cleanup the camera
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