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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed Adds inspector field handling for selecting gamemodes Updated Scene class to work with Gamemodes for the gamemode field Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes Adds ability to convert SimGroup to SubScene Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
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0d07823ecd
commit
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36 changed files with 2963 additions and 173 deletions
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@ -42,6 +42,70 @@ function ChooseLevelMenu::onWake(%this)
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%this.fillPrefEntries();
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LevelPreviewArray.clear();
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refreshGameModesList();
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if(!$pref::HostMultiPlayer)
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ChooseLevelTitleText.setText("SINGLE PLAYER");
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else
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ChooseLevelTitleText.setText("CREATE SERVER");
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ChooseLevelMenuTabList-->ConfigBtn.visible = $pref::HostMultiPlayer;
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ChooseLevelMenuTabList.visible = true;//$pref::HostMultiPlayer;
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ChooseLevelMenuNavButtonOverlay.visible = true;//$pref::HostMultiPlayer;
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%this.schedule(32, openMenu, 0);
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}
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function refreshGameModesList()
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{
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GameModePreviewArray.clear();
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$pref::Server::GameMode = "";
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ChooseLevelMenuTabList-->LevelBtn.active = false;
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//popilate the gamemodes list first
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%gamemodeList = getGameModesList();
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for(%i=0; %i < getTokenCount(%gamemodeList, ";"); %i++)
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{
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%gameModeObj = getToken(%gamemodeList, ";", %i);
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if(isObject(%gameModeObj))
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{
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%gameModeName = %gameModeObj.gameModeName;
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if(%gameModeName $= "")
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%gameModeName = %gameModeObj.getName();
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%preview = new GuiButtonCtrl() {
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position = "0 0";
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extent = ChooseLevelMenu.previewButtonSize;
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buttonType = "PushButton";
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profile = GuiMenuButtonLeftJustProfile;
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horizSizing = "right";
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vertSizing = "bottom";
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internalName = "button";
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class = "GameModePreviewButton";
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//command = "ChooseGameModeBegin(" @ %i @ ");";
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altCommand = "ChooseGameModeBegin(" @ %i @ ");"; //allow doubleclick to quick action it
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text = %gameModeName;
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gameModeObj = %gameModeObj;
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gameModeDesc = %gameModeObj.description;
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previewImage = %gameModeObj.previewImage;
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textMargin = 120;
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groupNum = 2;
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cansave = false;
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};
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GameModePreviewArray.add(%preview);
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}
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}
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}
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function refreshLevelsList()
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{
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LevelPreviewArray.clear();
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//fetch the levelAssets
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ChooseLevelAssetQuery.clear();
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AssetDatabase.findAssetType(ChooseLevelAssetQuery, "LevelAsset");
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@ -57,6 +121,7 @@ function ChooseLevelMenu::onWake(%this)
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return;
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}
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//filter the levelAssets by the gamemode selected
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for(%i=0; %i < %count; %i++)
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{
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%assetId = ChooseLevelAssetQuery.getAsset(%i);
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@ -71,6 +136,32 @@ function ChooseLevelMenu::onWake(%this)
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if ( !isFile(%file) )
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continue;
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if( %levelAsset.isSubScene )
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continue;
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//filter for selected gamemode
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%levelGameModes = %levelAsset.gameModesNames;
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echo("LevelAsset gamemodes: " @ %levelGameModes);
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%foundGameModeMatch = false;
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for(%gm = 0; %gm < getTokenCount(%levelGameModes, ";"); %gm++)
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{
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%gameModeName = getToken(%levelGameModes, ";", %gm);
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echo("testing gamemode: " @ %gameModeName);
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echo("selected gamemode: " @ $pref::Server::GameMode.getName());
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if(%gameModeName $= $pref::Server::GameMode.getName())
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{
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%foundGameModeMatch = true;
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break;
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}
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}
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if(!%foundGameModeMatch)
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continue;
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%levelPreviewImg = %levelAsset.getPreviewImagePath();
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if (!isFile(%levelPreviewImg))
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@ -78,7 +169,7 @@ function ChooseLevelMenu::onWake(%this)
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%preview = new GuiIconButtonCtrl() {
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position = "0 0";
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extent = %this.previewButtonSize;
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extent = ChooseLevelMenu.previewButtonSize;
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buttonType = "PushButton";
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profile = GuiMenuButtonLeftJustProfile;
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horizSizing = "right";
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@ -86,7 +177,7 @@ function ChooseLevelMenu::onWake(%this)
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internalName = "button";
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class = "LevelPreviewButton";
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//command = "$selectedLevelAsset = " @ %assetId @ ";";
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altCommand = "ChooseLevelBegin(1);"; //allow doubleclick to quick action it
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altCommand = "ChooseLevelBegin(" @ %i @ ");"; //allow doubleclick to quick action it
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text = %levelAsset.levelName;
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bitmapAsset = %levelPreviewImg;
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levelAsset = %levelAsset;
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@ -107,20 +198,10 @@ function ChooseLevelMenu::onWake(%this)
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// Also add the new level mission as defined in the world editor settings
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// if we are choosing a level to launch in the editor.
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if ( %this.launchInEditor )
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if ( ChooseLevelMenu.launchInEditor )
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{
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%this.addMissionFile( "tools/levels/DefaultEditorLevel.mis" );
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ChooseLevelMenu.addMissionFile( "tools/levels/DefaultEditorLevel.mis" );
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}
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if(!$pref::HostMultiPlayer)
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ChooseLevelTitleText.setText("SINGLE PLAYER");
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else
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ChooseLevelTitleText.setText("CREATE SERVER");
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ChooseLevelMenuTabList.visible = $pref::HostMultiPlayer;
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ChooseLevelMenuNavButtonOverlay.visible = $pref::HostMultiPlayer;
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%this.schedule(32, openMenu, 0);
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}
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if(!isObject( ChooseLevelActionMap ) )
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@ -133,8 +214,8 @@ if(!isObject( ChooseLevelActionMap ) )
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ChooseLevelActionMap.bind( keyboard, e, ChooseLevelMenuNextMenu);
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ChooseLevelActionMap.bind( gamepad, btn_r, ChooseLevelMenuNextMenu);
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ChooseLevelActionMap.bind( keyboard, Space, ChooseLevelBegin );
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ChooseLevelActionMap.bind( gamepad, btn_a, ChooseLevelBegin );
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ChooseLevelActionMap.bind( keyboard, Space, ChooseLevelMenuOption );
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ChooseLevelActionMap.bind( gamepad, btn_a, ChooseLevelMenuOption );
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}
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function ChooseLevelMenu::syncGUI(%this)
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@ -169,14 +250,26 @@ function LevelPreviewArray::syncGUI(%this)
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$selectedLevelAsset = %btn.levelAssetId;
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}
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function GameModePreviewArray::syncGUI(%this)
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{
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%btn = %this.getObject(%this.listPosition);
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%btn.setHighlighted(true);
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$pref::Server::GameMode = %btn.gameModeObject;
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}
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function ChooseLevelMenuPrevMenu(%val)
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{
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if(%val && $pref::HostMultiPlayer)
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if(%val)
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{
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%currentIdx = ChooseLevelMenu.currentMenuIdx;
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ChooseLevelMenu.currentMenuIdx -= 1;
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ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, 1);
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%endIndex = 1;
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if($pref::HostMultiPlayer)
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%endIndex = 2;
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ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, %endIndex);
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if(%currentIdx == ChooseLevelMenu.currentMenuIdx)
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return;
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@ -187,12 +280,16 @@ function ChooseLevelMenuPrevMenu(%val)
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function ChooseLevelMenuNextMenu(%val)
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{
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if(%val && $pref::HostMultiPlayer)
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if(%val)
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{
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%currentIdx = ChooseLevelMenu.currentMenuIdx;
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ChooseLevelMenu.currentMenuIdx += 1;
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ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, 1);
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%endIndex = 1;
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if($pref::HostMultiPlayer)
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%endIndex = 2;
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ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, %endIndex);
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if(%currentIdx == ChooseLevelMenu.currentMenuIdx)
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return;
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@ -201,15 +298,17 @@ function ChooseLevelMenuNextMenu(%val)
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}
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}
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function ChooseLevelMenu::openMenu(%this, %menuIdx)
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{
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LevelSelectContainer.setVisible(%menuIdx == 0);
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ServerConfigContainer.setVisible(%menuIdx == 1);
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GameModeSelectContainer.setVisible(%menuIdx == 0);
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LevelSelectContainer.setVisible(%menuIdx == 1);
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ServerConfigContainer.setVisible(%menuIdx == 2);
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if(%menuIdx == 0)
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$MenuList = LevelPreviewArray;
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$MenuList = GameModePreviewArray;
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else if(%menuIdx == 1)
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$MenuList = LevelPreviewArray;
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else if(%menuIdx == 2)
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$MenuList = ServerConfigList;
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%this.currentMenuIdx = %menuIdx;
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@ -220,37 +319,63 @@ function ChooseLevelMenu::openMenu(%this, %menuIdx)
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%this.syncGui();
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}
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function ChooseLevelBegin(%val)
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function ChooseLevelMenuOption(%val)
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{
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if(%val)
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{
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// So we can't fire the button when loading is in progress.
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if ( isObject( ServerGroup ) )
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return;
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Canvas.popDialog();
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%entry = LevelPreviewArray.getObject(LevelPreviewArray.listPosition);
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if(!AssetDatabase.isDeclaredAsset(%entry.levelAssetId))
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{
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MessageBoxOK("Error", "Selected level preview does not have a valid level asset!");
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return;
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}
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$selectedLevelAsset = %entry.levelAssetId;
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if(ChooseLevelMenu.currentMenuIdx == 0)
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ChooseGameModeBegin(ChooseLevelMenu.listPosition);
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else if(ChooseLevelMenu.currentMenuIdx == 1)
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ChooseLevelBegin(ChooseLevelMenu.listPosition);
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}
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}
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// Launch the chosen level with the editor open?
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if ( ChooseLevelMenu.launchInEditor )
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{
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activatePackage( "BootEditor" );
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ChooseLevelMenu.launchInEditor = false;
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StartGame(%entry.levelAssetId, "SinglePlayer");
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}
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else
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{
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StartGame(%entry.levelAssetId);
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}
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function ChooseGameModeBegin(%index)
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{
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%entry = GameModePreviewArray.getObject(%index);
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if(!isObject(%entry) || !isObject(%entry.gameModeObj))
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{
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MessageBoxOK("Error", "Selected game mode does not have a valid mode");
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return;
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}
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$pref::Server::GameMode = %entry.gameModeObj;
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ChooseLevelMenuTabList-->LevelBtn.active = true;
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refreshLevelsList();
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ChooseLevelMenu.openMenu(1);
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}
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function ChooseLevelBegin(%index)
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{
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// So we can't fire the button when loading is in progress.
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if ( isObject( ServerGroup ) )
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return;
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Canvas.popDialog();
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%entry = LevelPreviewArray.getObject(%index);
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if(!AssetDatabase.isDeclaredAsset(%entry.levelAssetId))
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{
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MessageBoxOK("Error", "Selected level preview does not have a valid level asset!");
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return;
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}
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$selectedLevelAsset = %entry.levelAssetId;
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// Launch the chosen level with the editor open?
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if ( ChooseLevelMenu.launchInEditor )
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{
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activatePackage( "BootEditor" );
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ChooseLevelMenu.launchInEditor = false;
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StartGame(%entry.levelAssetId, "SinglePlayer");
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}
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else
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{
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StartGame(%entry.levelAssetId);
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}
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}
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@ -270,6 +395,23 @@ function ChooseLevelMenu::onSleep( %this )
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}
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}
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function GameModePreviewButton::onHighlighted(%this, %highlighted)
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{
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if(%highlighted)
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{
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$MenuList.listPosition = $MenuList.getObjectIndex(%this);
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GameModePreviewBitmap.bitmapAsset = %this.previewImage;
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GameModePreviewBitmap.visible = (%this.previewImage !$= "");
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GameModeNameText.text = %this.text;
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GameModeDescriptionText.setText(%this.gameModeDesc);
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GameModePreviewScroll.scrollToObject(%this);
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}
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}
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function LevelPreviewButton::onHighlighted(%this, %highlighted)
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{
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if(%highlighted)
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