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Caught the main modules up to new module script file paradigm
Have initServer only get called when a server is actually started for the first time Added utility method callGamemodeFunction to streamline exec'ing of gamemode function calls Added onClientConnect gamemode function, called when the client establishes the connection Added onInitialControlSet gamemode function, called when the client actively gains control in the game, to allow gamemodes to special override GUI settings or input commands Cleaned up init'ng of the engine so stock UI module isn't required to trip configuration of the canvas Added fallback so if nothing set the main content control for the UI after boot, we attempt to set the defined mainMenuGUI, on the chance nothing explicitly sets it on load
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23 changed files with 377 additions and 408 deletions
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@ -31,7 +31,7 @@ function ExampleModule::onDestroy(%this)
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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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function FPSGameplay::initServer(%this)
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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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exec("./scripts/ExampleGamemodeScript.cs");
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