Updates DecalRoad, MeshRoad and River to be able to write out via persistManager using specialityField functions, similar to ConvexShape

Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection
Update ExampleLevel in ExampleModule to have updated gamemodes field name
This commit is contained in:
JeffR 2024-12-15 23:48:16 -06:00
parent 81ac23fd35
commit bf9692a451
10 changed files with 192 additions and 42 deletions

View file

@ -1,7 +1,7 @@
//--- OBJECT WRITE BEGIN ---
new Scene(ExampleLevel) {
Enabled = "1";
gameModeName="ExampleGameMode";
gameModes="ExampleGameMode";
new LevelInfo(theLevelInfo) {
fogColor = "0.6 0.6 0.7 1";

View file

@ -185,7 +185,7 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
};
};
new GuiBitmapCtrl(LevelPreviewBitmap) {
BitmapAsset = "UI:no_preview_image";
BitmapAsset = "";
position = "448 0";
extent = "440 440";
horizSizing = "left";
@ -193,7 +193,7 @@ $guiContent = new GuiControl(ChooseLevelMenu) {
tooltipProfile = "GuiToolTipProfile";
};
new GuiTextCtrl(LevelNameText) {
text = "Example Level";
text = "";
position = "448 445";
extent = "440 20";
horizSizing = "left";

View file

@ -54,7 +54,29 @@ function ChooseLevelMenu::onWake(%this)
ChooseLevelMenuTabList.visible = true;//$pref::HostMultiPlayer;
ChooseLevelMenuNavButtonOverlay.visible = true;//$pref::HostMultiPlayer;
%this.schedule(32, openMenu, 0);
//If we've only got one gamemode, just force it to use that one, as we can
//assume that is THE game's gamemode
%gamemodeList = getGameModesList();
if(%gamemodeList.count() == 1)
{
%gameModeObj = %gamemodeList.getKey(0);
if(isObject(%gameModeObj))
{
%gameModeObj.active = true;
ChooseLevelMenuTabList-->LevelBtn.active = true;
ChooseLevelMenuTabList-->GameModeBtn.active = false;
ChooseLevelMenu.openMenu(1);
return;
}
}
else
{
//Otherwise open the gamemode list as normal
%this.schedule(32, openMenu, 0);
}
}
function refreshGameModesList()
@ -77,36 +99,36 @@ function refreshGameModesList()
if(%gameModeName $= "")
%gameModeName = %gameModeObj.getName();
%preview = new GuiContainer() {
position = "0 0";
extent = $LevelPreviewButtonSize;
%preview = new GuiContainer() {
position = "0 0";
extent = $LevelPreviewButtonSize;
horizSizing = "right";
vertSizing = "bottom";
gameModeObj = %gameModeObj;
gameModeDesc = %gameModeObj.description;
previewImage = %gameModeObj.previewImage;
cansave = false;
new GuiToggleButtonCtrl() {
position = $LevelPreviewButtonSize.y SPC 0;
extent = $LevelPreviewButtonSize.x - $LevelPreviewButtonSize.y - 5 SPC $LevelPreviewButtonSize.y;
profile = GuiMenuButtonProfile;
horizSizing = "right";
vertSizing = "bottom";
gameModeObj = %gameModeObj;
gameModeDesc = %gameModeObj.description;
previewImage = %gameModeObj.previewImage;
cansave = false;
new GuiToggleButtonCtrl() {
position = $LevelPreviewButtonSize.y SPC 0;
extent = $LevelPreviewButtonSize.x - $LevelPreviewButtonSize.y - 5 SPC $LevelPreviewButtonSize.y;
profile = GuiMenuButtonProfile;
horizSizing = "right";
vertSizing = "bottom";
internalName = "button";
class = "GameModePreviewButton";
text = %gameModeName;
command = "ToggleGameMode(" @ %i @ ");"; //allow doubleclick to quick action it
textMargin = 120;
};
new GuiBitmapCtrl() {
position = "0 0";
extent = $LevelPreviewButtonSize.y SPC $LevelPreviewButtonSize.y;
internalName = "checkbox";
bitmapAsset = "UI:toggleMarker_image";
};
internalName = "button";
class = "GameModePreviewButton";
text = %gameModeName;
command = "ToggleGameMode(" @ %i @ ");"; //allow doubleclick to quick action it
textMargin = 120;
};
new GuiBitmapCtrl() {
position = "0 0";
extent = $LevelPreviewButtonSize.y SPC $LevelPreviewButtonSize.y;
internalName = "checkbox";
bitmapAsset = "UI:toggleMarker_image";
};
};
GameModePreviewArray.add(%preview);
@ -134,6 +156,8 @@ function refreshLevelsList()
return;
}
%gameModesList = getGameModesList();
//filter the levelAssets by the gamemode selected
%filteredIndex = 0;
for(%i=0; %i < %count; %i++)
@ -168,14 +192,14 @@ function refreshLevelsList()
for(%gm = 0; %gm < getTokenCount(%levelGameModes, ";"); %gm++)
{
%gameModeName = getToken(%levelGameModes, ";", %gm);
for(%g=0; %g < GameModePreviewArray.getCount(); %g++)
for(%g=0; %g < %gameModesList.count(); %g++)
{
%gmb = GameModePreviewArray.getObject(%g);
if(!isObject(%gmb.gameModeObj) || (!%gmb.gameModeObj.active && !%gmb.gameModeObj.alwaysActive))
%gameModeObj = %gameModesList.getKey(%g);
if(!isObject(%gameModeObj) || (!%gameModeObj.active && !%gameModeObj.alwaysActive && %gameModesList.count() > 1))
continue;
if(%gameModeName $= %gmb.gameModeObj.getName())
if(%gameModeName $= %gameModeObj.getName())
{
%foundGameModeMatch = true;
break;
@ -315,8 +339,6 @@ function GameModePreviewArray::syncGUI(%this)
%btn = %this.getObject(%this.listPosition);
%btn-->button.setHighlighted(true);
//$pref::Server::GameMode = %btn.gameModeObject;
}
function ChooseLevelMenuPrevMenu(%val)