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Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection.
By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";
Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);
callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);
callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);
This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
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3 changed files with 110 additions and 108 deletions
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@ -51,16 +51,6 @@ function ExampleGameMode::onMissionReset(%this)
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function ExampleGameMode::initGameVars(%this)
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{
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//-----------------------------------------------------------------------------
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// What kind of "camera" is spawned is either controlled directly by the
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// SpawnSphere or it defaults back to the values set here. This also controls
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// which SimGroups to attempt to select the spawn sphere's from by walking down
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// the list of SpawnGroups till it finds a valid spawn object.
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// These override the values set in core/scripts/server/spawn.cs
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//-----------------------------------------------------------------------------
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%this.defaultCameraClass = "Camera";
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%this.defaultCameraDataBlock = "Observer";
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%this.defaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
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}
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function ExampleGameMode::onGameDurationEnd(%this)
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@ -82,15 +72,6 @@ function ExampleGameMode::onClientEnterGame(%this, %client)
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//Set the player name based on the client's connection data
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%client.setPlayerName(%client.connectData);
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// Find a spawn point for the camera
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// This function currently relies on some helper functions defined in
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// core/scripts/server/spawn.cs. For custom spawn behaviors one can either
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// override the properties on the SpawnSphere's or directly override the
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// functions themselves.
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%cameraSpawnPoint = %this.pickCameraSpawnPoint(%this.DefaultCameraSpawnGroups);
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// Spawn a camera for this client using the found %spawnPoint
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%this.spawnCamera(%client, %cameraSpawnPoint);
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// Inform the client of all the other clients
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%count = ClientGroup.getCount();
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for (%cl = 0; %cl < %count; %cl++)
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@ -175,81 +156,4 @@ function ExampleGameMode::onSubsceneUnloaded(%this)
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{
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echo("===================================");
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echo("ExampleGameMode - Subscene is unloaded");
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}
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function ExampleGameMode::spawnCamera(%this, %client, %spawnPoint)
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{
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// Set the control object to the default camera
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if (!isObject(%client.camera))
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{
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if (%this.defaultCameraClass !$= "")
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%client.camera = spawnObject(%this.defaultCameraClass, %this.defaultCameraDataBlock);
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}
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// If we have a camera then set up some properties
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if (isObject(%client.camera))
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{
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MissionCleanup.add( %client.camera );
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%client.camera.scopeToClient(%client);
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%client.setControlObject(%client.camera);
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if(!isObject(%spawnPoint))
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%spawnPoint = %this.pickCameraSpawnPoint(%this.defaultCameraSpawnGroups);
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if (isObject(%spawnPoint))
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{
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// Attempt to treat %spawnPoint as an object
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if (getWordCount(%spawnPoint) == 1 && isObject(%spawnPoint))
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{
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%client.camera.setTransform(%spawnPoint.getTransform());
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}
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else
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{
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// Treat %spawnPoint as an AxisAngle transform
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%client.camera.setTransform(%spawnPoint);
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// pickCameraSpawnPoint() is responsible for finding a valid spawn point for a
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// camera.
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//-----------------------------------------------------------------------------
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function ExampleGameMode::pickCameraSpawnPoint(%this, %spawnGroups)
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{
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// Walk through the groups until we find a valid object
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for (%i = 0; %i < getWordCount(%spawnGroups); %i++)
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{
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%group = getWord(%spawnGroups, %i);
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%count = getWordCount(%group);
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if (isObject(%group))
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%spawnPoint = %group.getRandom();
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if (isObject(%spawnPoint))
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return %spawnPoint;
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}
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// Didn't find a spawn point by looking for the groups
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// so let's return the "default" SpawnSphere
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// First create it if it doesn't already exist
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if (!isObject(DefaultCameraSpawnSphere))
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{
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%spawn = new SpawnSphere(DefaultCameraSpawnSphere)
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{
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dataBlock = "SpawnSphereMarker";
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spawnClass = $Game::DefaultCameraClass;
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spawnDatablock = $Game::DefaultCameraDataBlock;
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};
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// Add it to the MissionCleanup group so that it
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// doesn't get saved to the Mission (and gets cleaned
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// up of course)
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MissionCleanup.add(%spawn);
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}
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return DefaultCameraSpawnSphere;
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}
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