Changed findModule default version value to 1 to match default module version number

Added running of onCreateGameServer and onDestoyGameServer callOnModules for core modules as well to enable default datablock stuffs
Added default datablocks, materials and shaders for some base required objects such as spawn markers, ribbon particles and the like.
Includes ExampleModule to act as a template/documentation case for how modules should be set up
Includes GameUI module so there's a PlayGUI gui object by default.
This commit is contained in:
Areloch 2019-08-28 00:56:24 -05:00
parent 7e01924c84
commit b4b0cce1c0
6 changed files with 233 additions and 178 deletions

View file

@ -1,17 +1,3 @@
// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
// First, a client will always create a server in the event that they want to host a single player
// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
// in the networking short-circuited to sidestep around lag and packet transmission times.
// initServer() is called, loading the default server scripts.
// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
// to prep a playable client session.
// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
// connected to it via createAndConnectToLocalServer().
function pbr::create( %this )
{
}
@ -20,18 +6,26 @@ function pbr::destroy( %this )
{
}
function pbr::onCreateServer(%this)
function pbr::initServer( %this )
{
}
function pbr::onDestroyServer(%this)
function pbr::onCreateGameServer(%this)
{
}
function pbr::onCreateClient(%this)
function pbr::onDestroyGameServer(%this)
{
}
function pbr::onDestroyClient(%this)
function pbr::initClient( %this )
{
}
function pbr::onCreateClientConnection(%this)
{
}
function pbr::onDestroyClientConnection(%this)
{
}