Cleans up the ExampleModule to have up-to-date examples of module init'ing, game modes, levels and basic input logic

Cleans up prototyping module to trim unneeded extra scripts and files
Adds PlayerBot model to Prototyping module
Adds metalGray material to Prototyping module
Fixes issue where logic wasn't changed for forcing AB preview images to regenerate
Removes unneeded legacy lines from editor template level
Removes unneeded extra asset import config
Disables terrain material name field from editing in terrain material editor for now to prevent bad behavior
Adds mapTo line to newly created material asset definitions to ensure shapes doing mapTo lookups can properly utilize the materials
This commit is contained in:
JeffR 2022-05-31 00:26:20 -05:00
parent e896e663d4
commit 27b20c14d7
98 changed files with 1337 additions and 1725 deletions

View file

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function ExampleGameMode::onCreateGame()
{
// Note: The Game object will be cleaned up by MissionCleanup. Therefore its lifetime is
// limited to that of the mission.
new ScriptObject(ExampleGameMode){};
return ExampleGameMode;
}
//-----------------------------------------------------------------------------
// The server has started up so do some game start up
//-----------------------------------------------------------------------------
function ExampleGameMode::onMissionStart(%this)
{
//set up the game and game variables
%this.initGameVars();
if (%this.Running)
{
error("onMissionStart: End the game first!");
return;
}
// Inform the client we're starting up
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
%cl = ClientGroup.getObject(%clientIndex);
commandToClient(%cl, 'GameStart');
}
%this.Running = true;
}
function ExampleGameMode::onMissionEnded(%this)
{
if (!%this.Running)
{
error("onMissionEnded: No game running!");
return;
}
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
%cl = ClientGroup.getObject(%clientIndex);
commandToClient(%cl, 'GameEnd', %this.EndGamePause);
}
%this.Running = false;
}
function ExampleGameMode::onMissionReset(%this)
{
// Called by resetMission(), after all the temporary mission objects
// have been deleted.
%this.initGameVars();
}
function ExampleGameMode::initGameVars(%this)
{
//-----------------------------------------------------------------------------
// What kind of "camera" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
// These override the values set in core/scripts/server/spawn.cs
//-----------------------------------------------------------------------------
%this.defaultCameraClass = "Camera";
%this.defaultCameraDataBlock = "Observer";
%this.defaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
}
function ExampleGameMode::onGameDurationEnd(%this)
{
}
function ExampleGameMode::onClientEnterGame(%this, %client)
{
// This function currently relies on some helper functions defined in
// core/scripts/spawn.cs. For custom spawn behaviors one can either
// override the properties on the SpawnSphere's or directly override the
// functions themselves.
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::onClientEntergame");
// Sync the client's clocks to the server's
commandToClient(%client, 'SyncClock', $Sim::Time - %this.StartTime);
//Set the player name based on the client's connection data
%client.setPlayerName(%client.connectData);
// Find a spawn point for the camera
// This function currently relies on some helper functions defined in
// core/scripts/server/spawn.cs. For custom spawn behaviors one can either
// override the properties on the SpawnSphere's or directly override the
// functions themselves.
%cameraSpawnPoint = %this.pickCameraSpawnPoint(%this.DefaultCameraSpawnGroups);
// Spawn a camera for this client using the found %spawnPoint
%this.spawnCamera(%client, %cameraSpawnPoint);
// Inform the client of all the other clients
%count = ClientGroup.getCount();
for (%cl = 0; %cl < %count; %cl++)
{
%other = ClientGroup.getObject(%cl);
if ((%other != %client))
{
// These should be "silent" versions of these messages...
messageClient(%client, 'MsgClientJoin', "",
%other.playerName,
%other,
%other.sendGuid,
%other.team,
%other.score,
%other.kills,
%other.deaths,
%other.isAIControlled(),
%other.isAdmin,
%other.isSuperAdmin);
}
}
// Inform the client we've joined up
messageClient(%client,
'MsgClientJoin', '\c2Welcome to the Torque demo app %1.',
%client.playerName,
%client,
%client.sendGuid,
%client.team,
%client.score,
%client.kills,
%client.deaths,
%client.isAiControlled(),
%client.isAdmin,
%client.isSuperAdmin);
// Inform all the other clients of the new guy
messageAllExcept(%client, -1, 'MsgClientJoin', '\c1%1 joined the game.',
%client.playerName,
%client,
%client.sendGuid,
%client.team,
%client.score,
%client.kills,
%client.deaths,
%client.isAiControlled(),
%client.isAdmin,
%client.isSuperAdmin);
}
function ExampleGameMode::onClientLeaveGame(%this, %client)
{
// Cleanup the camera
if (isObject(%client.camera))
%client.camera.delete();
}
function ExampleGameMode::onInitialControlSet(%this)
{
}
function ExampleGameMode::spawnCamera(%this, %client, %spawnPoint)
{
// Set the control object to the default camera
if (!isObject(%client.camera))
{
if (%this.defaultCameraClass !$= "")
%client.camera = spawnObject(%this.defaultCameraClass, %this.defaultCameraDataBlock);
}
// If we have a camera then set up some properties
if (isObject(%client.camera))
{
MissionCleanup.add( %client.camera );
%client.camera.scopeToClient(%client);
%client.setControlObject(%client.camera);
if(!isObject(%spawnPoint))
%spawnPoint = %this.pickCameraSpawnPoint(%this.defaultCameraSpawnGroups);
if (isObject(%spawnPoint))
{
// Attempt to treat %spawnPoint as an object
if (getWordCount(%spawnPoint) == 1 && isObject(%spawnPoint))
{
%client.camera.setTransform(%spawnPoint.getTransform());
}
else
{
// Treat %spawnPoint as an AxisAngle transform
%client.camera.setTransform(%spawnPoint);
}
}
}
}
//-----------------------------------------------------------------------------
// pickCameraSpawnPoint() is responsible for finding a valid spawn point for a
// camera.
//-----------------------------------------------------------------------------
function ExampleGameMode::pickCameraSpawnPoint(%this, %spawnGroups)
{
// Walk through the groups until we find a valid object
for (%i = 0; %i < getWordCount(%spawnGroups); %i++)
{
%group = getWord(%spawnGroups, %i);
%count = getWordCount(%group);
if (isObject(%group))
%spawnPoint = %group.getRandom();
if (isObject(%spawnPoint))
return %spawnPoint;
}
// Didn't find a spawn point by looking for the groups
// so let's return the "default" SpawnSphere
// First create it if it doesn't already exist
if (!isObject(DefaultCameraSpawnSphere))
{
%spawn = new SpawnSphere(DefaultCameraSpawnSphere)
{
dataBlock = "SpawnSphereMarker";
spawnClass = $Game::DefaultCameraClass;
spawnDatablock = $Game::DefaultCameraDataBlock;
};
// Add it to the MissionCleanup group so that it
// doesn't get saved to the Mission (and gets cleaned
// up of course)
MissionCleanup.add(%spawn);
}
return DefaultCameraSpawnSphere;
}