mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Adds some in-progress gameObject recreation of various legacy game classes, such as PlayerObject, AIPlayerObject, Sound Emitter and Static Shape.
This commit is contained in:
parent
775ca57047
commit
23182eb2a1
23 changed files with 792 additions and 35 deletions
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@ -139,6 +139,44 @@ void GameObjectAsset::onAssetRefresh()
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Con::executeFile(mScriptFilePath, false, false);
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}
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const char* GameObjectAsset::create()
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{
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if (!Platform::isFile(mTAMLFilePath))
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return "";
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// Set the format mode.
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Taml taml;
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// Yes, so set it.
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taml.setFormatMode(Taml::getFormatModeEnum("xml"));
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// Turn-off auto-formatting.
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taml.setAutoFormat(false);
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// Read object.
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SimObject* pSimObject = taml.read(mTAMLFilePath);
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// Did we find the object?
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if (pSimObject == NULL)
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{
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// No, so warn.
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Con::warnf("GameObjectAsset::create() - Could not read object from file '%s'.", mTAMLFilePath);
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return "";
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}
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//Flag it so we know where it came from
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pSimObject->setDataField("GameObject", nullptr, getAssetId());
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return pSimObject->getIdString();
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}
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DefineEngineMethod(GameObjectAsset, createObject, const char*, (),,
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"Creates an instance of the given GameObject given the asset definition.\n"
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"@return The GameObject entity created from the asset.")
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{
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return object->create();
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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@ -161,34 +199,50 @@ void GuiInspectorTypeGameObjectAssetPtr::consoleInit()
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GuiControl* GuiInspectorTypeGameObjectAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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GuiControl *retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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// Create "Open in ShapeEditor" button
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mGameObjectEditButton = new GuiButtonCtrl();
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"GameObjectAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
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mInspector->getComponentGroupTargetId(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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dSprintf(szBuffer, sizeof(szBuffer), "%d.onClick(%s);", this->getId(), mCaption);
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mGameObjectEditButton->setField("Command", szBuffer);
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// Create "Open in ShapeEditor" button
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mSMEdButton = new GuiBitmapButtonCtrl();
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mGameObjectEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mGameObjectEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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dSprintf(szBuffer, sizeof(szBuffer), "echo(\"Game Object Editor not implemented yet!\");", retCtrl->getId());
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mSMEdButton->setField("Command", szBuffer);
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const char* assetId = getData();
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char bitmapName[512] = "tools/worldEditor/images/toolbar/shape-editor";
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mSMEdButton->setBitmap(bitmapName);
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if (assetId == "")
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{
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mGameObjectEditButton->setText("Create Game Object");
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mSMEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mSMEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mSMEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mSMEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the State Machine Editor");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
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}
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else
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{
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GameObjectAsset* goAsset = AssetDatabase.acquireAsset< GameObjectAsset>(assetId);
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mSMEdButton->registerObject();
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addObject(mSMEdButton);
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if (goAsset)
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{
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mGameObjectEditButton->setText("Edit Game Object");
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return retCtrl;
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Edit this object instance or Game Object asset.");
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}
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else
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{
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mGameObjectEditButton->setText("Create Game Object");
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mGameObjectEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Convert this object into a reusable Game Object asset.");
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}
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}
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//mGameObjectEditButton->registerObject();
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_registerEditControl(mGameObjectEditButton);
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addObject(mGameObjectEditButton);
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return mGameObjectEditButton;
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}
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bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
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@ -199,19 +253,12 @@ bool GuiInspectorTypeGameObjectAssetPtr::updateRects()
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Point2I fieldPos = getPosition();
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mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mBrowseButton != NULL)
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if (mGameObjectEditButton != NULL)
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{
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mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
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resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
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}
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if (mSMEdButton != NULL)
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{
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RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
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resized |= mSMEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
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resized |= mGameObjectEditButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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}
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return resized;
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@ -59,6 +59,8 @@ public:
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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const char* create();
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/// Declare Console Object.
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DECLARE_CONOBJECT(GameObjectAsset);
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@ -73,12 +75,12 @@ DefineConsoleType(TypeGameObjectAssetPtr, GameObjectAsset)
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//-----------------------------------------------------------------------------
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// TypeAssetId GuiInspectorField Class
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//-----------------------------------------------------------------------------
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class GuiInspectorTypeGameObjectAssetPtr : public GuiInspectorTypeFileName
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class GuiInspectorTypeGameObjectAssetPtr : public GuiInspectorField
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{
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typedef GuiInspectorTypeFileName Parent;
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typedef GuiInspectorField Parent;
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public:
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GuiBitmapButtonCtrl *mSMEdButton;
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GuiButtonCtrl *mGameObjectEditButton;
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DECLARE_CONOBJECT(GuiInspectorTypeGameObjectAssetPtr);
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static void consoleInit();
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42
Engine/source/T3D/gameObjects/aiPlayerObject.cpp
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42
Engine/source/T3D/gameObjects/aiPlayerObject.cpp
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@ -0,0 +1,42 @@
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#include "aiPlayerObject.h"
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IMPLEMENT_CO_NETOBJECT_V1(AIPlayerObject);
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AIPlayerObject::AIPlayerObject()
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: mAIControllerComponent(nullptr)
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{
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}
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AIPlayerObject::~AIPlayerObject()
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{
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}
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bool AIPlayerObject::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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//If we don't delinate from the template, just spawn as apropos here
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if (!mDirtyGameObject)
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{
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//AI Controller
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mAIControllerComponent = new AIControllerComponent();
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if (!mAIControllerComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add mAIControllerComponent!");
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return false;
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}
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mAIControllerComponent->setInternalName("aiControllerComponent");
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addComponent(mAIControllerComponent);
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}
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return true;
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}
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void AIPlayerObject::onRemove()
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{
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Parent::onRemove();
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}
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20
Engine/source/T3D/gameObjects/aiPlayerObject.h
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20
Engine/source/T3D/gameObjects/aiPlayerObject.h
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@ -0,0 +1,20 @@
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#pragma once
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#include "playerObject.h"
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#include "T3D/components/ai/aiControllerComponent.h"
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class AIPlayerObject : public PlayerObject
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{
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typedef PlayerObject Parent;
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AIControllerComponent* mAIControllerComponent;
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public:
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AIPlayerObject();
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~AIPlayerObject();
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virtual bool onAdd();
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virtual void onRemove();
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DECLARE_CONOBJECT(AIPlayerObject);
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};
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165
Engine/source/T3D/gameObjects/playerObject.cpp
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165
Engine/source/T3D/gameObjects/playerObject.cpp
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@ -0,0 +1,165 @@
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#include "playerObject.h"
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IMPLEMENT_CO_NETOBJECT_V1(PlayerObject);
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PlayerObject::PlayerObject()
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: mMeshComponent(nullptr),
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mCollisionComponent(nullptr),
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mAnimationComponent(nullptr),
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mPhysicsComponent(nullptr)
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{
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}
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PlayerObject::~PlayerObject()
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{
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}
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bool PlayerObject::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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//If we don't delinate from the template, just spawn as apropos here
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if (!mDirtyGameObject)
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{
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//Mesh
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mMeshComponent = new MeshComponent();
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if (!mMeshComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add MeshComponent!");
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return false;
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}
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mMeshComponent->setInternalName("meshComponent");
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addComponent(mMeshComponent);
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//Collision
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mCollisionComponent = new ShapeCollisionComponent();
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if (!mCollisionComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add ShapeCollisionComponent!");
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return false;
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}
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mCollisionComponent->setInternalName("collisionComponent");
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addComponent(mCollisionComponent);
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//Animation
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mAnimationComponent = new ActionAnimationComponent();
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if (!mAnimationComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add ActionAnimationComponent!");
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return false;
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}
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mAnimationComponent->setInternalName("animationComponent");
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addComponent(mAnimationComponent);
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//Arm Animation
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mArmAnimationComponent = new ArmAnimationComponent();
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if (!mArmAnimationComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add ArmAnimationComponent!");
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return false;
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}
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mArmAnimationComponent->setInternalName("armAnimationComponent");
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addComponent(mArmAnimationComponent);
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//Physics control
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mPhysicsComponent = new PlayerControllerComponent();
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if (!mPhysicsComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add PhysicsComponent!");
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return false;
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}
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mPhysicsComponent->setInternalName("physicsComponent");
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addComponent(mPhysicsComponent);
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//State Machine
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mStateMachineComponent = new StateMachineComponent();
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if (!mStateMachineComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add StateMachineComponent!");
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return false;
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}
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mStateMachineComponent->setInternalName("stateMachineComponent");
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addComponent(mStateMachineComponent);
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//Camera
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mCameraComponent = new CameraComponent();
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if (!mCameraComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add CameraComponent!");
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return false;
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}
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mCameraComponent->setInternalName("cameraComponent");
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addComponent(mCameraComponent);
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//Camera Orbiter
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mCameraOrbiterComponent = new CameraOrbiterComponent();
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if (!mCameraOrbiterComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add CameraOrbiterComponent!");
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return false;
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}
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mCameraOrbiterComponent->setInternalName("cameraOrbiterComponent");
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addComponent(mCameraOrbiterComponent);
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//Control Object
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mControlObjectComponent = new ControlObjectComponent();
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if (!mControlObjectComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add ControlObjectComponent!");
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return false;
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}
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mControlObjectComponent->setInternalName("controlObjectComponent");
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addComponent(mControlObjectComponent);
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//Sound
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mSoundComponent = new SoundComponent();
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if (!mSoundComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add SoundComponent!");
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return false;
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}
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mSoundComponent->setInternalName("soundComponent");
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addComponent(mSoundComponent);
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//Interaction
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mInteractComponent = new InteractComponent();
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if (!mInteractComponent->registerObject())
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{
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Con::errorf("PlayerObject::onAdd - unable to add InteractComponent!");
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return false;
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}
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mInteractComponent->setInternalName("interactComponent");
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addComponent(mInteractComponent);
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}
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return true;
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}
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void PlayerObject::onRemove()
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{
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Parent::onRemove();
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}
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40
Engine/source/T3D/gameObjects/playerObject.h
Normal file
40
Engine/source/T3D/gameObjects/playerObject.h
Normal file
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@ -0,0 +1,40 @@
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#pragma once
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#include "T3D/entity.h"
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#include "T3D/components/render/meshComponent.h"
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#include "T3D/components/collision/shapeCollisionComponent.h"
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#include "T3D/components/animation/actionAnimationComponent.h"
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#include "T3D/components/animation/armAnimationComponent.h"
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#include "T3D/components/physics/playerControllerComponent.h"
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#include "T3D/components/game/stateMachineComponent.h"
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#include "T3D/components/camera/cameraComponent.h"
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#include "T3D/components/camera/cameraOrbiterComponent.h"
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#include "T3D/components/game/controlObjectComponent.h"
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#include "T3D/components/audio/soundComponent.h"
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#include "T3D/components/game/interactComponent.h"
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class PlayerObject : public Entity
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{
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typedef Entity Parent;
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MeshComponent* mMeshComponent;
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ShapeCollisionComponent* mCollisionComponent;
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ActionAnimationComponent* mAnimationComponent;
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ArmAnimationComponent* mArmAnimationComponent;
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PlayerControllerComponent* mPhysicsComponent;
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StateMachineComponent* mStateMachineComponent;
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CameraComponent* mCameraComponent;
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CameraOrbiterComponent* mCameraOrbiterComponent;
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ControlObjectComponent* mControlObjectComponent;
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SoundComponent* mSoundComponent;
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InteractComponent* mInteractComponent;
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public:
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PlayerObject();
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~PlayerObject();
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virtual bool onAdd();
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virtual void onRemove();
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DECLARE_CONOBJECT(PlayerObject);
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};
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38
Engine/source/T3D/gameObjects/soundEmitterObject.cpp
Normal file
38
Engine/source/T3D/gameObjects/soundEmitterObject.cpp
Normal file
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@ -0,0 +1,38 @@
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#include "SoundEmitterObject.h"
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IMPLEMENT_CO_NETOBJECT_V1(SoundEmitterObject);
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SoundEmitterObject::SoundEmitterObject()
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: mSoundComponent(nullptr)
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{
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}
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SoundEmitterObject::~SoundEmitterObject()
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{
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}
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bool SoundEmitterObject::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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//Sound
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mSoundComponent = new SoundComponent();
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if (!mSoundComponent->registerObject())
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{
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Con::errorf("SoundEmitterObject::onAdd - unable to add soundComponent!");
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return false;
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}
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mSoundComponent->setInternalName("soundComponent");
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addComponent(mSoundComponent);
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return true;
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}
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void SoundEmitterObject::onRemove()
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{
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Parent::onRemove();
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}
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20
Engine/source/T3D/gameObjects/soundEmitterObject.h
Normal file
20
Engine/source/T3D/gameObjects/soundEmitterObject.h
Normal file
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@ -0,0 +1,20 @@
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#pragma once
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#include "T3D/entity.h"
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#include "T3D/components/audio/soundComponent.h"
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class SoundEmitterObject : public Entity
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{
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typedef Entity Parent;
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SoundComponent* mSoundComponent;
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public:
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SoundEmitterObject();
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~SoundEmitterObject();
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virtual bool onAdd();
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virtual void onRemove();
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DECLARE_CONOBJECT(SoundEmitterObject);
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};
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68
Engine/source/T3D/gameObjects/staticShapeObject.cpp
Normal file
68
Engine/source/T3D/gameObjects/staticShapeObject.cpp
Normal file
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@ -0,0 +1,68 @@
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#include "staticShapeObject.h"
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|
||||
IMPLEMENT_CO_NETOBJECT_V1(StaticShapeObject);
|
||||
|
||||
StaticShapeObject::StaticShapeObject()
|
||||
: mMeshComponent(nullptr),
|
||||
mCollisionComponent(nullptr),
|
||||
mAnimationComponent(nullptr)
|
||||
{
|
||||
|
||||
}
|
||||
StaticShapeObject::~StaticShapeObject()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool StaticShapeObject::onAdd()
|
||||
{
|
||||
if (!Parent::onAdd())
|
||||
return false;
|
||||
|
||||
//If we don't delinate from the template, just spawn as apropos here
|
||||
if (!mDirtyGameObject)
|
||||
{
|
||||
//Mesh
|
||||
mMeshComponent = new MeshComponent();
|
||||
if (!mMeshComponent->registerObject())
|
||||
{
|
||||
Con::errorf("StaticShapeObject::onAdd - unable to add MeshComponent!");
|
||||
return false;
|
||||
}
|
||||
|
||||
mMeshComponent->setInternalName("meshComponent");
|
||||
|
||||
addComponent(mMeshComponent);
|
||||
|
||||
//Collision
|
||||
mCollisionComponent = new ShapeCollisionComponent();
|
||||
if (!mCollisionComponent->registerObject())
|
||||
{
|
||||
Con::errorf("StaticShapeObject::onAdd - unable to add ShapeCollisionComponent!");
|
||||
return false;
|
||||
}
|
||||
|
||||
mCollisionComponent->setInternalName("collisionComponent");
|
||||
|
||||
addComponent(mCollisionComponent);
|
||||
|
||||
//Animation
|
||||
mAnimationComponent = new AnimationComponent();
|
||||
if (!mAnimationComponent->registerObject())
|
||||
{
|
||||
Con::errorf("StaticShapeObject::onAdd - unable to add AnimationComponent!");
|
||||
return false;
|
||||
}
|
||||
|
||||
mAnimationComponent->setInternalName("animationComponent");
|
||||
|
||||
addComponent(mAnimationComponent);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void StaticShapeObject::onRemove()
|
||||
{
|
||||
Parent::onRemove();
|
||||
}
|
||||
28
Engine/source/T3D/gameObjects/staticShapeObject.h
Normal file
28
Engine/source/T3D/gameObjects/staticShapeObject.h
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
#pragma once
|
||||
|
||||
#include "T3D/entity.h"
|
||||
#include "T3D/components/render/meshComponent.h"
|
||||
#include "T3D/components/collision/shapeCollisionComponent.h"
|
||||
#include "T3D/components/animation/animationComponent.h"
|
||||
|
||||
class StaticShapeObject : public Entity
|
||||
{
|
||||
typedef Entity Parent;
|
||||
|
||||
MeshComponent* mMeshComponent;
|
||||
ShapeCollisionComponent* mCollisionComponent;
|
||||
AnimationComponent* mAnimationComponent;
|
||||
|
||||
public:
|
||||
StaticShapeObject();
|
||||
~StaticShapeObject();
|
||||
|
||||
virtual bool onAdd();
|
||||
virtual void onRemove();
|
||||
|
||||
MeshComponent* getMeshComponent() { return mMeshComponent; }
|
||||
ShapeCollisionComponent* getCollisionComponent() { return mCollisionComponent; }
|
||||
AnimationComponent* getAnimationComponent() { return mAnimationComponent; }
|
||||
|
||||
DECLARE_CONOBJECT(StaticShapeObject);
|
||||
};
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
|
||||
function Core_GameObjects::onCreate(%this)
|
||||
{
|
||||
}
|
||||
|
||||
function Core_GameObjects::onDestroy(%this)
|
||||
{
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
<ModuleDefinition
|
||||
ModuleId="Core_GameObjects"
|
||||
VersionId="1"
|
||||
Description="Module that implements the core engine-level setup for the game."
|
||||
ScriptFile="Core_GameObjects.cs"
|
||||
CreateFunction="onCreate"
|
||||
DestroyFunction="onDestroy"
|
||||
Group="Core">
|
||||
<DeclaredAssets
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
Extension="asset.taml"
|
||||
Recurse="true" />
|
||||
<AutoloadAssets
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetType="GameObjectAsset"
|
||||
Recurse="true" />
|
||||
</ModuleDefinition>
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
<GameObjectAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="AIPlayerObject"
|
||||
gameObjectName="AIPlayerObject"
|
||||
scriptFilePath="core/gameObjects/gameObjects/AIPlayerObject.cs"
|
||||
TAMLFilePath="core/gameObjects/gameObjects/AIPlayerObject.taml"
|
||||
description="A basic AI Player Object example." />
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
function AIPlayerObject::onAdd(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function AIPlayerObject::onRemove(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function AIPlayerObject::moveVectorEvent(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function AIPlayerObject::moveYawEvent(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function AIPlayerObject::movePitchEvent(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function AIPlayerObject::moveRollEvent(%this){}
|
||||
|
||||
function AIPlayerObject::moveTriggerEvent(%this, %triggerNum, %triggerValue)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function AIPlayerObject::onCollisionEvent(%this, %colObject, %colNormal, %colPoint, %colMatID, %velocity)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function AIPlayerObject::processTick(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
<AIPlayerObject
|
||||
scale="1 1 1"
|
||||
class="AIPlayerObject"
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
position="0 0 0"
|
||||
rotation="0 -0 -0"
|
||||
LocalPosition="0 0 0"
|
||||
LocalRotation="1 0 0 0"
|
||||
lifetimeMS="0"
|
||||
gameObject="Core_GameObjects:AIPlayerObject">
|
||||
</AIPlayerObject>
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
<GameObjectAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="PlayerObject"
|
||||
gameObjectName="PlayerObject"
|
||||
scriptFilePath="core/gameObjects/gameObjects/PlayerObject.cs"
|
||||
TAMLFilePath="core/gameObjects/gameObjects/PlayerObject.taml"
|
||||
description="A basic Player Object example." />
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
function PlayerObject::onAdd(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function PlayerObject::onRemove(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function PlayerObject::moveVectorEvent(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function PlayerObject::moveYawEvent(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function PlayerObject::movePitchEvent(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function PlayerObject::moveRollEvent(%this){}
|
||||
|
||||
function PlayerObject::moveTriggerEvent(%this, %triggerNum, %triggerValue)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function PlayerObject::onCollisionEvent(%this, %colObject, %colNormal, %colPoint, %colMatID, %velocity)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function PlayerObject::processTick(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,117 @@
|
|||
<PlayerObject
|
||||
scale="1 1 1"
|
||||
class="PlayerObject"
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
position="0 0 0"
|
||||
rotation="0 -0 -0"
|
||||
LocalPosition="0 0 0"
|
||||
LocalRotation="1 0 0 0"
|
||||
lifetimeMS="0"
|
||||
gameObject="Core_GameObjects:PlayerObject">
|
||||
<MeshComponent
|
||||
componentType="Render"
|
||||
friendlyName="Mesh Component"
|
||||
description="Causes the object to render a non-animating 3d shape using the file provided."
|
||||
networked="true"
|
||||
enabled="true"
|
||||
internalName="MeshComponent" />
|
||||
<ShapeCollisionComponent
|
||||
componentType="Collision"
|
||||
friendlyName="Shape Collision"
|
||||
description="A stub component class that physics components should inherit from."
|
||||
networked="false"
|
||||
enabled="true"
|
||||
internalName="CollisionComponent"
|
||||
CollisionType="Collision Mesh"
|
||||
LineOfSightType="Collision Mesh"
|
||||
DecalType="Collision Mesh"
|
||||
CollisionMeshPrefix="Collision"
|
||||
BlockCollisions="true" />
|
||||
<AnimationComponent
|
||||
componentType="Render"
|
||||
friendlyName="Animation(Component)"
|
||||
description="Allows a rendered mesh to be animated"
|
||||
networked="true"
|
||||
enabled="true"
|
||||
internalName="AnimationComponent" />
|
||||
<PlayerControllerComponent
|
||||
componentType="Physics"
|
||||
friendlyName="Player Controller"
|
||||
description="A general-purpose physics player controller."
|
||||
networked="false"
|
||||
enabled="true"
|
||||
internalName="PhysicsComponent"
|
||||
inputVelocity="0 0 0"
|
||||
useDirectMoveInput="0 -3.37028e+15 0" />
|
||||
<StateMachineComponent
|
||||
componentType="Game"
|
||||
friendlyName="State Machine"
|
||||
description="A generic state machine."
|
||||
networked="false"
|
||||
enabled="true"
|
||||
internalName="StateMachineComponent" />
|
||||
<CameraComponent
|
||||
friendlyName="Camera(Component)"
|
||||
networked="true"
|
||||
enabled="true"
|
||||
internalName="CameraComponent"
|
||||
FOV="80"
|
||||
MinFOV="5"
|
||||
MaxFOV="175"
|
||||
ScreenAspect="1065353216 1065353216"
|
||||
positionOffset="0 0 0"
|
||||
rotationOffset="0 -0 -0"
|
||||
useParentTransform="true" />
|
||||
<CameraOrbiterComponent
|
||||
networked="false"
|
||||
enabled="true"
|
||||
internalName="CameraOrbiterComponent"
|
||||
orbitDistance="8"
|
||||
rotation="0 0 0"
|
||||
maxPitchAngle="70"
|
||||
minPitchAngle="-10" />
|
||||
<ControlObjectComponent
|
||||
componentType="Game"
|
||||
friendlyName="Control Object"
|
||||
description="Allows owner entity to be controlled by a client."
|
||||
networked="false"
|
||||
enabled="true"
|
||||
internalName="ControlObjectComponent"
|
||||
clientOwner="0" />
|
||||
<SoundComponent
|
||||
componentType="Sound"
|
||||
friendlyName="Sound(Component)"
|
||||
description="Stores up to 4 sounds for playback."
|
||||
networked="true"
|
||||
enabled="true"
|
||||
internalName="SoundComponent">
|
||||
<SoundComponent.MPreviewSounds>
|
||||
<MPreviewSound
|
||||
MPreviewSound="false" />
|
||||
<MPreviewSound
|
||||
MPreviewSound="false" />
|
||||
<MPreviewSound
|
||||
MPreviewSound="false" />
|
||||
<MPreviewSound
|
||||
MPreviewSound="false" />
|
||||
</SoundComponent.MPreviewSounds>
|
||||
<SoundComponent.Plays>
|
||||
<Play
|
||||
Play="false" />
|
||||
<Play
|
||||
Play="false" />
|
||||
<Play
|
||||
Play="false" />
|
||||
<Play
|
||||
Play="false" />
|
||||
</SoundComponent.Plays>
|
||||
</SoundComponent>
|
||||
<InteractComponent
|
||||
componentType="Game"
|
||||
friendlyName="Interact"
|
||||
description="Allows owner entity interact."
|
||||
networked="false"
|
||||
enabled="true"
|
||||
internalName="InteractComponent" />
|
||||
</PlayerObject>
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
<GameObjectAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="soundEmitterObject"
|
||||
gameObjectName="soundEmitterObject"
|
||||
TAMLFilePath="core/gameObjects/gameObjects/soundEmitterObject.taml"
|
||||
description="A basic sound emitter example." />
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
<soundEmitterObject
|
||||
scale="1 1 1"
|
||||
class="SoundEmitterObject"
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
position="0 0 0"
|
||||
Rotation="0 -0 -0"
|
||||
LocalPosition="0 0 0"
|
||||
LocalRotation="1 0 0 0"/>
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
<GameObjectAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="StaticShapeObject"
|
||||
gameObjectName="StaticShapeObject"
|
||||
TAMLFilePath="core/gameObjects/gameObjects/staticShapeObject.taml"
|
||||
description="A basic static shape example." />
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
<StaticShapeObject
|
||||
scale="1 1 1"
|
||||
class="StaticShapeObject"
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
position="0 0 0"
|
||||
Rotation="0 -0 -0"
|
||||
LocalPosition="0 0 0"
|
||||
LocalRotation="1 0 0 0"/>
|
||||
|
|
@ -39,8 +39,7 @@ function GameObjectCreateBtn::onClick(%this)
|
|||
//also, exec any components that may exist
|
||||
//find all GameObjectAssets
|
||||
%assetQuery = new AssetQuery();
|
||||
if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
|
||||
return; //if we didn't find ANY, just exit
|
||||
AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset");
|
||||
|
||||
%count = %assetQuery.getCount();
|
||||
|
||||
|
|
@ -69,7 +68,7 @@ function GameObjectCreateBtn::onClick(%this)
|
|||
//get the selected module data
|
||||
%moduleName = GameObjectModuleList.getText();
|
||||
|
||||
%selectedEntity.gameObjectAsset = %moduleName @ ":" @ %className;
|
||||
%selectedEntity.gameObject = %moduleName @ ":" @ %className;
|
||||
|
||||
%path = "data/" @ %moduleName @ "/gameObjects/";
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue