mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-02 20:10:32 +00:00
Additional cleanup and add-in of files that were missed.
This commit is contained in:
parent
ea595143e8
commit
c74242309a
11 changed files with 382 additions and 8 deletions
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@ -83,13 +83,10 @@ exec("./gfxData/water.cs");
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exec("./gfxData/scatterSky.cs");
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exec("./gfxData/clouds.cs");
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exec("./screenshot.cs");
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// Initialize all core post effects.
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exec("./postFx.cs");
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//VR stuff
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exec("./oculusVROverlay.gui");
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exec("./oculusVR.cs");
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// Seed the random number generator.
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@ -39,8 +39,9 @@ function UI::create( %this )
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exec("./scripts/guis/profiler.gui");
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exec("./scripts/guis/netGraphGui.gui");
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exec("./scripts/guis/FilDialog.gui");
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exec("./scripts/guis/FileDialog.gui");
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exec("./scripts/guis/guiMusicPlayer.gui");
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exec("./scripts/guis/startupGui.gui");
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//Load gui companion scripts
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exec("./scripts/chooseLevelDlg.cs");
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@ -59,10 +60,12 @@ function UI::create( %this )
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exec("./scripts/FileDialog.cs");
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exec("./scripts/GuiTreeViewCtrl.cs");
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exec("./scripts/guiMusicPlayer.cs");
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exec("./scripts/startupGui.cs");
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%dbList = new ArrayObject(LevelFilesList);
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Canvas.pushDialog(MainMenuGui);
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loadStartup();
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//Canvas.pushDialog(MainMenuGui);
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}
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function Game::destroy( %this )
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@ -1,5 +1,3 @@
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exec("./FileDialog.gui");
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function PlatformFileDialog::buildFilters(%this)
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{
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%str = strreplace( %this.data.filters, "|", "\t");
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79
Templates/BaseGame/game/data/ui/scripts/guis/startupGui.gui
Normal file
79
Templates/BaseGame/game/data/ui/scripts/guis/startupGui.gui
Normal file
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@ -0,0 +1,79 @@
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//--- OBJECT WRITE BEGIN ---
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%guiContent = new GuiFadeinBitmapCtrl(StartupGui) {
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canSaveDynamicFields = "0";
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Enabled = "1";
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isContainer = "1";
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Profile = "GuiInputCtrlProfile";
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HorizSizing = "right";
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VertSizing = "bottom";
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position = "0 0";
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Extent = "800 600";
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MinExtent = "8 8";
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canSave = "1";
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Visible = "1";
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tooltipprofile = "GuiToolTipProfile";
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hovertime = "1000";
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bitmap = "";
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wrap = "0";
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fadeinTime = "1000";
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waitTime = "4000";
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fadeoutTime = "1000";
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done = "1";
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new GuiBitmapButtonCtrl() {
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canSaveDynamicFields = "1";
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internalName = "StartupLogo";
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Enabled = "1";
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isContainer = "0";
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Profile = "GuiDefaultProfile";
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HorizSizing = "center";
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VertSizing = "center";
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position = "399 302";
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Extent = "253 253";
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MinExtent = "8 2";
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canSave = "1";
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Visible = "1";
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tooltipprofile = "GuiToolTipProfile";
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hovertime = "1000";
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bitmap = "";
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wrap = "0";
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command = "StartupGui.click();";
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};
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new GuiBitmapButtonCtrl() {
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canSaveDynamicFields = "1";
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internalName = "StartupLogoSecondary";
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Enabled = "1";
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isContainer = "0";
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Profile = "GuiDefaultProfile";
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HorizSizing = "left";
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VertSizing = "top";
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position = "275 440";
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Extent = "530 171";
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MinExtent = "8 2";
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canSave = "1";
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Visible = "1";
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tooltipprofile = "GuiToolTipProfile";
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hovertime = "1000";
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bitmap = "";
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wrap = "0";
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command = "StartupGui.click();";
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};
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};
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//--- OBJECT WRITE END ---
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//--- OBJECT WRITE BEGIN ---
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new GuiFadeinBitmapCtrl(BlankGui) {
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profile = "GuiInputCtrlProfile";
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horizSizing = "right";
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vertSizing = "bottom";
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position = "0 0";
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extent = "800 600";
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minExtent = "8 8";
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visible = "1";
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helpTag = "0";
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bitmap = "";
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wrap = "0";
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fadeinTime = "100";
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waitTime = "2000";
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fadeoutTime = "100";
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};
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//--- OBJECT WRITE END ---
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155
Templates/BaseGame/game/data/ui/scripts/startupGui.cs
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155
Templates/BaseGame/game/data/ui/scripts/startupGui.cs
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@ -0,0 +1,155 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// StartupGui is the splash screen that initially shows when the game is loaded
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//-----------------------------------------------------------------------------
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function loadStartup()
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{
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// The index of the current splash screen
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$StartupIdx = 0;
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// A list of the splash screens and logos
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// to cycle through. Note that they have to
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// be in consecutive numerical order
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StartupGui.bitmap[0] = "data/ui/art/background-dark";
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StartupGui.logo[0] = "data/ui/art/Torque-3D-logo";
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StartupGui.logoPos[0] = "178 251";
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StartupGui.logoExtent[0] = "443 139";
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// Call the next() function to set our firt
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// splash screen
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StartupGui.next();
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// Play our startup sound
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//SFXPlayOnce(AudioGui, "art/sound/gui/startup");//SFXPlay(startsnd);
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}
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function StartupGui::onWake(%this)
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{
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$enableDirectInput = "1";
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activateDirectInput();
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}
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function StartupGui::click(%this)
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{
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%this.done = true;
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%this.onDone();
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}
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function StartupGui::next(%this)
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{
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// Set us to a blank screen while we load the next one
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Canvas.setContent(BlankGui);
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// Set our bitmap and reset the done variable
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%this.setBitmap(%this.bitmap[$StartupIdx]);
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%this.done = false;
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// If we have a logo then set it
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if (isObject(%this->StartupLogo))
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{
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if (%this.logo[$StartupIdx] !$= "")
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{
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%this->StartupLogo.setBitmap(%this.logo[$StartupIdx]);
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if (%this.logoPos[$StartupIdx] !$= "")
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{
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%logoPosX = getWord(%this.logoPos[$StartupIdx], 0);
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%logoPosY = getWord(%this.logoPos[$StartupIdx], 1);
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%this->StartupLogo.setPosition(%logoPosX, %logoPosY);
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}
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if (%this.logoExtent[$StartupIdx] !$= "")
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%this->StartupLogo.setExtent(%this.logoExtent[$StartupIdx]);
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%this->StartupLogo.setVisible(true);
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}
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else
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%this->StartupLogo.setVisible(false);
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}
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// If we have a secondary logo then set it
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if (isObject(%this->StartupLogoSecondary))
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{
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if (%this.seclogo[$StartupIdx] !$= "")
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{
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%this->StartupLogoSecondary.setBitmap(%this.seclogo[$StartupIdx]);
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if (%this.seclogoPos[$StartupIdx] !$= "")
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{
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%logoPosX = getWord(%this.seclogoPos[$StartupIdx], 0);
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%logoPosY = getWord(%this.seclogoPos[$StartupIdx], 1);
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%this->StartupLogoSecondary.setPosition(%logoPosX, %logoPosY);
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}
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if (%this.seclogoExtent[$StartupIdx] !$= "")
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%this->StartupLogoSecondary.setExtent(%this.seclogoExtent[$StartupIdx]);
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%this->StartupLogoSecondary.setVisible(true);
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}
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else
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%this->StartupLogoSecondary.setVisible(false);
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}
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// Increment our screen index for the next screen
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$StartupIdx++;
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// Set the Canvas to our newly updated GuiFadeinBitmapCtrl
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Canvas.setContent(%this);
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}
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function StartupGui::onDone(%this)
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{
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// If we have been tagged as done decide if we need
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// to end or cycle to the next one
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if (%this.done)
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{
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// See if we have a valid bitmap for the next screen
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if (%this.bitmap[$StartupIdx] $= "")
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{
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// Clear our data and load the main menu
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%this.done = true;
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// NOTE: Don't ever ever delete yourself during a callback from C++.
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//
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// Deleting the whole gui itself seems a bit excessive, what if we want
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// to return to the startup gui at a later time? Any bitmaps set on
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// the controls should be unloaded automatically if the control is not
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// awake, if this is not the case then that's what needs to be fixed.
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//%this.delete();
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//BlankGui.delete();
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//flushTextureCache();
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Canvas.setContent(MainMenuGui);
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}
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else
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{
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// We do have a bitmap so cycle to it
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%this.next();
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}
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}
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}
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@ -38,6 +38,7 @@ function FPSGameplay::create( %this )
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exec("./scripts/server/vehicleWheeled.cs");
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exec("./scripts/server/VolumetricFog.cs");
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exec("./scripts/server/weapon.cs");
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exec("./scripts/server/physicsShape.cs");
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//add DBs
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if(isObject(DatablockFilesList))
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@ -89,8 +90,10 @@ function FPSGameplay::create( %this )
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exec("./scripts/gui/chatHud.gui");
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exec("./scripts/gui/playerList.gui");
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exec("./scripts/gui/playGui.gui");
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exec("./scripts/gui/hudlessGui.gui");
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exec("./scripts/gui/playGui.cs");
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exec("data/FPSGameplay/scripts/client/playGui.cs");
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exec("data/FPSGameplay/scripts/client/hudlessGui.cs");
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exec("data/FPSGameplay/scripts/client/message.cs");
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exec("data/FPSGameplay/scripts/client/chatHud.cs");
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@ -99,6 +102,8 @@ function FPSGameplay::create( %this )
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exec("data/FPSGameplay/scripts/client/playerList.cs");
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exec("data/FPSGameplay/scripts/client/centerPrint.cs");
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exec("data/FPSGameplay/scripts/client/recordings.cs");
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exec("data/FPSGameplay/scripts/client/screenshot.cs");
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}
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}
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42
Templates/Modules/FPSGameplay/scripts/client/hudlessGui.cs
Normal file
42
Templates/Modules/FPSGameplay/scripts/client/hudlessGui.cs
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@ -0,0 +1,42 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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function HudlessPlayGui::onWake(%this)
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{
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// just update the action map here
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moveMap.push();
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}
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function HudlessPlayGui::onSleep(%this)
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{
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// pop the keymaps
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moveMap.pop();
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}
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function HudlessPlayGui::toggle(%this)
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{
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if (%this.isAwake())
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Canvas.setContent(PlayGui);
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else
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Canvas.setContent(HudlessPlayGui);
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}
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27
Templates/Modules/FPSGameplay/scripts/gui/hudlessGui.gui
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27
Templates/Modules/FPSGameplay/scripts/gui/hudlessGui.gui
Normal file
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@ -0,0 +1,27 @@
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//--- OBJECT WRITE BEGIN ---
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%guiContent = new GameTSCtrl(HudlessPlayGui) {
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canSaveDynamicFields = "1";
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isContainer = "1";
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Profile = "GuiContentProfile";
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HorizSizing = "right";
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VertSizing = "bottom";
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position = "0 0";
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Extent = "1024 768";
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MinExtent = "8 8";
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canSave = "1";
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Visible = "1";
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tooltipprofile = "GuiToolTipProfile";
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hovertime = "1000";
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Margin = "0 0 0 0";
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Padding = "0 0 0 0";
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AnchorTop = "1";
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AnchorBottom = "0";
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AnchorLeft = "1";
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AnchorRight = "0";
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cameraZRot = "0";
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forceFOV = "0";
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Enabled = "1";
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helpTag = "0";
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noCursor = "1";
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};
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//--- OBJECT WRITE END ---
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68
Templates/Modules/FPSGameplay/scripts/server/physicsShape.cs
Normal file
68
Templates/Modules/FPSGameplay/scripts/server/physicsShape.cs
Normal file
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@ -0,0 +1,68 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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||||
// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
|
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
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//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
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||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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function PhysicsShapeData::damage(%this, %obj, %sourceObject, %position, %amount, %damageType)
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{
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// Order of operations is extremely important here!
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// Verify that any changes will not cause this method to overflow the stack
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// recursively calling itself.
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// Note that invulerable, damageRadius, areaImpulse, radiusDamage, and damageType
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// are only dynamic fields... This is fine so long as you are only calling
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// this method server-side, just keep in mind these fields are NOT networked.
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if ( %this.invulnerable ||
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%amount < 0 ||
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( %this.minDamageAmount != 0 && %amount < %this.minDamageAmount ) )
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return;
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// We cannot destroy things twice.
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if ( %obj.isDestroyed() )
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return;
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// This sets a maskbit on the server PhysicsShape which will cause the
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// client object to destroy ( spawn debris ) during the next ghost update.
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%obj.destroy();
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// Single-player hack...
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// In a single-player situation the radial impulse NetEvent will
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// be applied client-side immediately when we call it, which means it will
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// happen before the next ghost update and the debris won't even exist yet!
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//
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// So we are explicitly calling destroy on the client-side object first,
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// before sending the event.
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//
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if ( %obj.getClientObject() )
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%obj.getClientObject().destroy();
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if ( %this.damageRadius > 0 )
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{
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// Send impulse event to affect objects from the explosion of this object.
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// Happens server-side and client-side.
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if ( %this.areaImpulse > 0 )
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RadialImpulseEvent::send( %position, %this.damageRadius, %this.areaImpulse );
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// Apply damage to objects from the explosion of this object.
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if ( %this.radiusDamage > 0 )
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radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType );
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}
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}
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