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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-15 12:43:50 +00:00
Implemented initial pass at proper client/server separation handling for module initialization
Added GameModeName to Scene Added function to get number of active scenes Added logic to level/client loading to enact gameplay mode logic driven by either Scene's GameModeName or project setting's default game mode Added template module.cs file for module creation and adjusted new module logic in AssetBrowser to create off template Updated FPSGameplay code to have deathmatchGame mode work with new GameMode logic Updated EmptyLevel scene to define deathMatchGame as gamemode Updated FPSGameplay module script to properly client/server initialize
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32 changed files with 774 additions and 294 deletions
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@ -12,7 +12,7 @@ Scene::Scene() :
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mIsEditing(false),
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mIsDirty(false)
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{
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mGameModeName = StringTable->EmptyString();
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}
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Scene::~Scene()
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@ -29,6 +29,10 @@ void Scene::initPersistFields()
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addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
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addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
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endGroup("Internal");
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addGroup("Gameplay");
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addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
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endGroup("Gameplay");
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}
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bool Scene::onAdd()
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@ -186,6 +190,13 @@ DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
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return Scene::smSceneList[sceneId];
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}
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DefineEngineFunction(getSceneCount, S32, (),,
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"Get the number of active Scene objects that are loaded.\n"
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"@return The number of active scenes")
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{
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return Scene::smSceneList.size();
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}
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DefineEngineFunction(getRootScene, S32, (), ,
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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