Adds some example components, game objects and the tools and scripts to utilize them.

This commit is contained in:
Areloch 2016-05-15 16:24:47 -05:00
parent 7bf49f0670
commit 6fe0b1789d
32 changed files with 1812 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<GameObjects>
<GameObject>
<Name>ScriptedTriggerObject</Name>
<TAMLPath>data/EC/scripts/gameObjects/ScriptedTriggerObject.taml</TAMLPath>
<ScriptPath>data/EC/scripts/gameObjects/ScriptedTriggerObject.cs</ScriptPath>
</GameObject>
<GameObject>
<Name>PlayerObject</Name>
<TAMLPath>data/EC/scripts/gameObjects/playerObject.taml</TAMLPath>
<ScriptPath>data/EC/scripts/gameObjects/playerObject.cs</ScriptPath>
</GameObject>
<GameObject>
<Name>spectatorObject</Name>
<TAMLPath>data/EC/scripts/gameObjects/spectatorObject.taml</TAMLPath>
<ScriptPath>data/EC/scripts/gameObjects/spectatorObject.cs</ScriptPath>
</GameObject>
<GameObject>
<Name>ThirdPersonPlayerObject</Name>
<TAMLPath>data/EC/scripts/gameObjects/ThirdPersonPlayerObject.taml</TAMLPath>
<ScriptPath>data/EC/scripts/gameObjects/ThirdPersonPlayerObject.cs</ScriptPath>
</GameObject>
<GameObject>
<Name>FirstPersonArms</Name>
<TAMLPath>data/EC/scripts/gameObjects/FirstPersonArms.taml</TAMLPath>
<ScriptPath>data/EC/scripts/gameObjects/FirstPersonArms.cs</ScriptPath>
</GameObject>
</GameObjects>

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function execGameObjects()
{
//find all GameObjectAssets
%assetQuery = new AssetQuery();
if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
return; //if we didn't find ANY, just exit
%count = %assetQuery.getCount();
for(%i=0; %i < %count; %i++)
{
%assetId = %assetQuery.getAsset(%i);
%gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
if(isFile(%gameObjectAsset.scriptFilePath))
exec(%gameObjectAsset.scriptFilePath);
}
}
function spawnGameObject(%name, %addToMissionGroup)
{
if(%addToMissionGroup $= "")
%addToMissionGroup = true;
//find all GameObjectAssets
%assetQuery = new AssetQuery();
if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
return; //if we didn't find ANY, just exit
%count = %assetQuery.getCount();
for(%i=0; %i < %count; %i++)
{
%assetId = %assetQuery.getAsset(%i);
%gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
if(%gameObjectAsset.gameObjectName $= %name)
{
if(isFile(%gameObjectAsset.TAMLFilePath))
{
%newSGOObject = TamlRead(%gameObjectAsset.TAMLFilePath);
if(%addToMissionGroup == true)
MissionGroup.add(%newSGOObject);
return %newSGOObject;
}
}
}
return 0;
}

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<GameObjectAsset
AssetName="ThirdPersonPlayerGameObjectAsset"
gameObjectName="ThirdPersonPlayer"
TAMLFilePath="scripts/server/gameObjects/ThirdPersonPlayerObject.taml"
scriptFilePath="scripts/server/gameObjects/ThirdPersonPlayerObject.cs"/>

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function ThirdPersonPlayerObject::onAdd(%this)
{
%this.turnRate = 0.3;
%this.phys = %this.getComponent("PlayerControllerComponent");
%this.collision = %this.getComponent("CollisionComponent");
%this.cam = %this.getComponent("CameraComponent");
%this.camArm = %this.getComponent("CameraOrbiterComponent");
%this.animation = %this.getComponent("AnimationComponent");
%this.stateMachine = %this.getComponent("StateMachineComponent");
%this.mesh = %this.getComponent("MeshComponent");
%this.stateMachine.forwardVector = 0;
%this.crouch = false;
%this.firstPerson = false;
%this.crouchSpeedMod = 0.5;
%this.aimOrbitDist = 1.5;
%this.regularOrbitDist = 5;
%this.regularOrbitMaxPitch = 70;
%this.regularOrbitMinPitch = -10;
%this.aimedMaxPitch = 90;
%this.aimedMinPitch = -90;
%this.arms = SGOManager.spawn("FirstPersonArms", true);
%this.add(arms);
//%this.mesh.mountObject(%this.arms, "Eye");
}
function ThirdPersonPlayerObject::onRemove(%this)
{
}
function ThirdPersonPlayerObject::moveVectorEvent(%this)
{
%moveVector = %this.getMoveVector();
// forward of the camera on the x-z plane
%cameraForward = %this.cam.getForwardVector();
%cameraRight = %this.cam.getRightVector();
%moveVec = VectorAdd(VectorScale(%cameraRight, %moveVector.x), VectorScale(%cameraForward, %moveVector.y));
if(%this.aiming || %this.firstPerson)
{
%forMove = "0 0 0";
if(%moveVector.x != 0)
{
%this.phys.inputVelocity.x = %moveVector.x * 10;
}
else
{
%this.phys.inputVelocity.x = 0;
}
if(%moveVector.y != 0)
{
%this.phys.inputVelocity.y = %moveVector.y * 10;
}
else
{
%this.phys.inputVelocity.y = 0;
}
}
else
{
if(%moveVec.x == 0 && %moveVec.y == 0)
{
%this.phys.inputVelocity = "0 0 0";
%this.stateMachine.forwardVector = 0;
}
else
{
%moveVec.z = 0;
%curForVec = %this.getForwardVector();
%newForVec = VectorLerp(%curForVec, %moveVec, %this.turnRate);
%this.setForwardVector(%newForVec);
%this.phys.inputVelocity.y = 10;
%this.stateMachine.forwardVector = 1;
}
}
if(%this.crouch)
%this.phys.inputVelocity = VectorScale(%this.phys.inputVelocity, %this.crouchSpeedMod);
}
function ThirdPersonPlayerObject::moveYawEvent(%this)
{
%moveRotation = %this.getMoveRotation();
%camOrb = %this.getComponent("CameraOrbiterComponent");
if(%this.aiming || %this.firstPerson)
{
%this.rotation.z += %moveRotation.z * 10;
}
%camOrb.rotation.z += %moveRotation.z * 10;
}
function ThirdPersonPlayerObject::movePitchEvent(%this)
{
%moveRotation = %this.getMoveRotation();
%camOrb = %this.getComponent("CameraOrbiterComponent");
%camOrb.rotation.x += %moveRotation.x * 10;
}
function ThirdPersonPlayerObject::moveRollEvent(%this){}
function ThirdPersonPlayerObject::moveTriggerEvent(%this, %triggerNum, %triggerValue)
{
if(%triggerNum == 3 && %triggerValue)
{
if(%triggerValue)
{
%this.firstPerson = !%this.firstPerson;
if(%this.firstPerson)
{
%this.rotation.z = %this.cam.rotationOffset.z;
%this.camArm.orbitDistance = 0;
%this.camArm.maxPitchAngle = %this.aimedMaxPitch;
%this.camArm.minPitchAngle = %this.aimedMinPitch;
%this.cam.positionOffset = "0 0 0";
%this.cam.rotationOffset = "0 0 0";
}
else if(%this.aiming)
{
%this.camArm.orbitDistance = %this.aimOrbitDist;
%this.camArm.maxPitchAngle = %this.aimedMaxPitch;
%this.camArm.minPitchAngle = %this.aimedMinPitch;
}
else
{
%this.camArm.orbitDistance = %this.regularOrbitDist;
%this.camArm.maxPitchAngle = %this.regularOrbitMaxPitch;
%this.camArm.minPitchAngle = %this.regularOrbitMinPitch;
}
commandToClient(localclientConnection, 'SetClientRenderShapeVisibility',
localclientConnection.getGhostID(%this.getComponent("MeshComponent")), !%this.firstPerson);
}
}
else if(%triggerNum == 2 && %triggerValue == true)
{
//get our best collision assuming up is 0 0 1
%collisionAngle = %this.collision.getBestCollisionAngle("0 0 1");
if(%collisionAngle >= 80)
{
%surfaceNormal = %this.collision.getCollisionNormal(0);
%jumpVector = VectorScale(%surfaceNormal, 200);
echo("Jump surface Angle is at: " @ %surfaceNormal);
%this.phys.applyImpulse(%this.position, %jumpVector);
%this.setForwardVector(%jumpVector);
}
else
%this.phys.applyImpulse(%this.position, "0 0 300");
}
else if(%triggerNum == 4)
{
%this.crouch = %triggerValue;
}
else if(%triggerNum == 1)
{
%this.aiming = %triggerValue;
if(%this.aiming)
{
%this.rotation.z = %this.cam.rotationOffset.z;
%this.camArm.orbitDistance = %this.aimOrbitDist;
%this.camArm.maxPitchAngle = %this.aimedMaxPitch;
%this.camArm.minPitchAngle = %this.aimedMinPitch;
}
else
{
%this.camArm.orbitDistance = %this.regularOrbitDist;
%this.camArm.maxPitchAngle = %this.regularOrbitMaxPitch;
%this.camArm.minPitchAngle = %this.regularOrbitMinPitch;
}
}
}
function ThirdPersonPlayerObject::onCollisionEvent(%this, %colObject, %colNormal, %colPoint, %colMatID, %velocity)
{
if(!%this.phys.isContacted())
echo(%this @ " collided with " @ %colObject);
}
function ThirdPersonPlayerObject::processTick(%this)
{
%moveVec = %this.getMoveVector();
%bestFit = "";
if(%this.crouch)
{
if(%moveVec.x != 0 || %moveVec.y != 0)
%bestFit = "Crouch_Forward";
else
%bestFit = "Crouch_Root";
}
else
{
if(%moveVec.x != 0 || %moveVec.y != 0)
%bestFit = "Run";
else
%bestFit = "Root";
}
if(%this.animation.getThreadAnimation(0) !$= %bestFit)
%this.animation.playThread(0, %bestFit);
}
//Used for first person mode
function clientCmdSetClientRenderShapeVisibility(%id, %visiblilty)
{
%localID = ServerConnection.resolveGhostID(%id);
%localID.enabled = %visiblilty;
}
function serverToClientObject( %serverObject )
{
assert( isObject( LocalClientConnection ), "serverToClientObject() - No local client connection found!" );
assert( isObject( ServerConnection ), "serverToClientObject() - No server connection found!" );
%ghostId = LocalClientConnection.getGhostId( %serverObject );
if ( %ghostId == -1 )
return 0;
return ServerConnection.resolveGhostID( %ghostId );
}

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<Entity
scale="1 1 1"
isSelectionEnabled="false"
class="ThirdPersonPlayerObject"
canSave="true"
canSaveDynamicFields="true"
position="0 0 0"
rotation="0 0 0">
<Component
networked="false"
enabled="true"
class="ControlObjectComponent"
clientOwner="1" />
<CollisionComponent
friendlyName="Collision(Component)"
networked="false"
enabled="true"
collisionType="Bounds"
LineOfSightType="Collision Mesh"
decalType="Collision Mesh"
CollisionMeshPrefix="Collision"
BlockCollisions="true" />
<PlayerControllerComponent
componentType="Physics"
friendlyName="Simple Physics"
description="Simple physics behavior that allows gravity and impulses."
networked="false"
enabled="true"
gravity="0 0 -9"
velocity="0 0 0"
isStatic="false" />
<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"
MeshAsset="Art:SoldierPlayer" />
<Component
networked="false"
enabled="true"
class="FPSControls" />
<CameraComponent
networked="false"
enabled="true"
FOV="80"
MinFOV="5"
MaxFOV="175"
ScreenAspect="1024 768"
targetNode="Eye"
positionOffset="0 0 0"
rotationOffset="0 0 0"
useParentTransform="false" />
<CameraOrbiterComponent
orbitDistance="5"
maxPitchAngle="70"
minPitchAngle="-70"
networked="false"
enabled="true" />
<AnimationComponent
componentType="Render"
friendlyName="Animation Component"
description="An animation component"
networked="true"
enabled="true"/>
<SpotLight
range="10"
innerAngle="40"
outerAngle="45"
isEnabled="true"
color="1 1 1 1"
brightness="1"
castShadows="false"
priority="1"
animate="true"
animationPeriod="1"
animationPhase="1"
flareScale="1"
attenuationRatio="0 1 1"
shadowType="Spot"
texSize="512"
overDarkFactor="2000 1000 500 100"
shadowDistance="400"
shadowSoftness="0.15"
numSplits="1"
logWeight="0.91"
fadeStartDistance="0"
lastSplitTerrainOnly="false"
representedInLightmap="false"
shadowDarkenColor="0 0 0 -1"
includeLightmappedGeometryInShadow="false"
position="0 0 1.6137"
rotation="0 0 1 0"
mountNode="-1"
mountPos="0 0 1.5"
mountRot="1 0 0 0"
canSave="true"
canSaveDynamicFields="true" />
</Entity>