mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Removes Entity/Component stuff from being behind an experimental flag.
This commit is contained in:
parent
efbd5fb451
commit
df9deea1a8
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@ -44,10 +44,8 @@
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#include "console/engineAPI.h"
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#include "math/mTransform.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "T3D/entity.h"
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#include "T3D/components/coreInterfaces.h"
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#endif
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#ifdef TORQUE_HIFI_NET
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#include "T3D/gameBase/hifi/hifiMoveList.h"
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@ -785,7 +783,6 @@ bool GameConnection::getControlCameraFov(F32 * fov)
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}
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if (cObj)
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{
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#ifdef TORQUE_EXPERIMENTAL_EC
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if (Entity* ent = dynamic_cast<Entity*>(cObj))
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{
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if (CameraInterface* camInterface = ent->getComponent<CameraInterface>())
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@ -795,11 +792,9 @@ bool GameConnection::getControlCameraFov(F32 * fov)
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}
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else
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{
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*fov = cObj->getCameraFov();
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*fov = cObj->getCameraFov();
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}
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#else
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*fov = cObj->getCameraFov();
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#endif
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return(true);
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}
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@ -819,7 +814,6 @@ bool GameConnection::isValidControlCameraFov(F32 fov)
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if (cObj)
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{
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#ifdef TORQUE_EXPERIMENTAL_EC
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if (Entity* ent = dynamic_cast<Entity*>(cObj))
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{
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if (CameraInterface* camInterface = ent->getComponent<CameraInterface>())
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@ -831,9 +825,6 @@ bool GameConnection::isValidControlCameraFov(F32 fov)
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{
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return cObj->isValidCameraFov(fov);
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}
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#else
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return cObj->isValidCameraFov(fov);
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#endif
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}
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return NULL;
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@ -851,8 +842,6 @@ bool GameConnection::setControlCameraFov(F32 fov)
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}
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if (cObj)
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{
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#ifdef TORQUE_EXPERIMENTAL_EC
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F32 newFov = 90.f;
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if (Entity* ent = dynamic_cast<Entity*>(cObj))
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{
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@ -872,11 +861,6 @@ bool GameConnection::setControlCameraFov(F32 fov)
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cObj->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
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newFov = cObj->getCameraFov();
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}
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#else
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// allow shapebase to clamp fov to its datablock values
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cObj->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
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F32 newFov = cObj->getCameraFov();
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#endif
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// server fov of client has 1degree resolution
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if( S32(newFov) != S32(mCameraFov) || newFov != fov )
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@ -32,10 +32,8 @@
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#include "platform/profiler.h"
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#include "console/consoleTypes.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "T3D/components/coreInterfaces.h"
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#include "T3D/components/component.h"
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#endif
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//----------------------------------------------------------------------------
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ProcessObject::ProcessObject()
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@ -277,12 +275,10 @@ void ProcessList::advanceObjects()
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onTickObject(pobj);
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}
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#ifdef TORQUE_EXPERIMENTAL_EC
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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UpdateInterface::all[i]->processTick();
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}
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#endif
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mTotalTicks++;
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@ -37,10 +37,8 @@
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#include "T3D/gameBase/std/stdMoveList.h"
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#include "T3D/fx/cameraFXMgr.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "T3D/components/coreInterfaces.h"
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#include "T3D/components/component.h"
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#endif
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MODULE_BEGIN( ProcessList )
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@ -137,7 +135,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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obj = obj->mProcessLink.next;
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}
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#ifdef TORQUE_EXPERIMENTAL_EC
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
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@ -147,7 +144,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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UpdateInterface::all[i]->interpolateTick(mLastDelta);
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}
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#endif
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// Inform objects of total elapsed delta so they can advance
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// client side animations.
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@ -163,7 +159,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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obj = obj->mProcessLink.next;
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}
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#ifdef TORQUE_EXPERIMENTAL_EC
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
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@ -176,7 +171,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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UpdateInterface::all[i]->advanceTime(dt);
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}
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#endif
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return ret;
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}
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@ -36,9 +36,7 @@
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#include "gui/editor/editorFunctions.h"
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#endif
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#include "console/engineAPI.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "T3D/entity.h"
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#endif
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IMPLEMENT_CONOBJECT(GuiTreeViewCtrl);
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@ -647,7 +645,6 @@ void GuiTreeViewCtrl::Item::getTooltipText(U32 bufLen, char *buf)
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bool GuiTreeViewCtrl::Item::isParent() const
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{
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#ifdef TORQUE_EXPERIMENTAL_EC
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//We might have a special case with entities
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//So if our entity either has children, or has some component with the EditorInspect interface, we return true
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if (mInspectorInfo.mObject)
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@ -659,7 +656,6 @@ bool GuiTreeViewCtrl::Item::isParent() const
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return true;
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}
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}
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#endif
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if(mState.test(VirtualParent))
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{
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@ -3790,7 +3786,6 @@ void GuiTreeViewCtrl::onMouseDown(const GuiEvent & event)
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if( !item->isInspectorData() && item->mState.test(Item::VirtualParent) )
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onVirtualParentExpand(item);
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#ifdef TORQUE_EXPERIMENTAL_EC
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//Slightly hacky, but I'm not sure of a better setup until we get major update to the editors
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//We check if our object is an entity, and if it is, we call a 'onInspect' function.
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//This function is pretty much a special notifier to the entity so if it has any behaviors that do special
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@ -3810,7 +3805,6 @@ void GuiTreeViewCtrl::onMouseDown(const GuiEvent & event)
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}
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}
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}
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#endif
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mFlags.set( RebuildVisible );
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scrollVisible(item);
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@ -4558,12 +4552,10 @@ bool GuiTreeViewCtrl::objectSearch( const SimObject *object, Item **item )
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if ( !pItem )
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continue;
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#ifdef TORQUE_EXPERIMENTAL_EC
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//A bit hackish, but we make a special exception here for items that are named 'Components', as they're merely
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//virtual parents to act as a container to an Entity's components
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if (pItem->mScriptInfo.mText == StringTable->insert("Components"))
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continue;
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#endif
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SimObject *pObj = pItem->getObject();
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@ -4628,11 +4620,10 @@ bool GuiTreeViewCtrl::onVirtualParentBuild(Item *item, bool bForceFullUpdate)
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// Go through our items and purge those that have disappeared from
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// the set.
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#ifdef TORQUE_EXPERIMENTAL_EC
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//Entities will be a special case here, if we're an entity, skip this step
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if (dynamic_cast<Entity*>(srcObj))
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return true;
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#endif
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for( Item* ptr = item->mChild; ptr != NULL; )
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{
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@ -29,11 +29,9 @@
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#include "gui/containers/guiScrollCtrl.h"
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#include "gui/editor/inspector/customField.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "gui/editor/inspector/entityGroup.h"
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#include "gui/editor/inspector/mountingGroup.h"
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#include "gui/editor/inspector/componentGroup.h"
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#endif
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IMPLEMENT_CONOBJECT(GuiInspector);
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@ -589,7 +587,6 @@ void GuiInspector::refresh()
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mGroups.push_back(general);
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addObject(general);
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#ifdef TORQUE_EXPERIMENTAL_EC
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//Entity inspector group
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if (mTargets.first()->getClassRep()->isSubclassOf("Entity"))
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{
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@ -624,7 +621,6 @@ void GuiInspector::refresh()
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addObject(compGroup);
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}
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}
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#endif
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// Create the inspector groups for static fields.
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@ -26,9 +26,7 @@
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#include "gui/editor/inspector/dynamicField.h"
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#include "console/engineAPI.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "T3D/components/component.h"
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#endif
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IMPLEMENT_CONOBJECT(GuiInspectorDynamicGroup);
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@ -126,7 +124,6 @@ bool GuiInspectorDynamicGroup::inspectGroup()
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SimFieldDictionary * fieldDictionary = target->getFieldDictionary();
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for(SimFieldDictionaryIterator ditr(fieldDictionary); *ditr; ++ditr)
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{
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#ifdef TORQUE_EXPERIMENTAL_EC
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if (target->getClassRep()->isSubclassOf("Component"))
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{
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Component* compTarget = dynamic_cast<Component*>(target);
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@ -135,7 +132,7 @@ bool GuiInspectorDynamicGroup::inspectGroup()
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if (compField)
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continue;
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}
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#endif
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if( i == 0 )
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{
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flist.increment();
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@ -26,10 +26,8 @@
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#include "renderInstance/renderPassManager.h"
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#include "math/util/matrixSet.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "T3D/components/render/renderComponentInterface.h"
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#include "T3D/components/component.h"
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#endif
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//-----------------------------------------------------------------------------
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@ -108,7 +106,6 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
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object->prepRenderImage( this );
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}
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#ifdef TORQUE_EXPERIMENTAL_EC
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U32 interfaceCount = RenderComponentInterface::all.size();
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for (U32 i = 0; i < RenderComponentInterface::all.size(); i++)
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{
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@ -119,7 +116,6 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
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RenderComponentInterface::all[i]->prepRenderImage(this);
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}
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}
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#endif
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PROFILE_END();
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16
Templates/BaseGame/game/core/CoreComponents.module
Normal file
16
Templates/BaseGame/game/core/CoreComponents.module
Normal file
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@ -0,0 +1,16 @@
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<ModuleDefinition
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ModuleId="CoreComponentsModule"
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VersionId="1"
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Description="Module that implements the core engine-level components for the game."
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Group="Game">
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<DeclaredAssets
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canSave="true"
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canSaveDynamicFields="true"
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Extension="asset.taml"
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Recurse="true" />
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<AutoloadAssets
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canSave="true"
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canSaveDynamicFields="true"
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AssetType="ComponentAsset"
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Recurse="true" />
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</ModuleDefinition>
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@ -0,0 +1,8 @@
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<ComponentAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="RigidBodyComponentAsset"
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componentClass="RigidBodyComponent"
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friendlyName="Rigid Body"
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componentType="Physics"
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description="Allows an entity to have rigid body physics." />
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@ -0,0 +1,8 @@
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<ComponentAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="AnimationComponentAsset"
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componentClass="AnimationComponent"
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friendlyName="animation"
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componentType="animation"
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description="Allows a mesh component to be animated." />
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@ -1,7 +1,8 @@
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<ComponentAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="CameraOrbiterComponentAsset"
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componentName=""
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componentClass="CameraOrbiterComponent"
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friendlyName="Camera Orbiter"
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componentType="Game"
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description="Acts as a boon arm for a camera component."/>
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description="Acts as a boon arm for a camera component." />
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@ -1,7 +1,8 @@
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<ComponentAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="CollisionComponentAsset"
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componentName=""
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componentClass="CollisionComponent"
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friendlyName="Collision"
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componentType="Collision"
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description="Enables an entity to collide with things."/>
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description="Enables an entity to collide with things." />
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@ -1,7 +1,9 @@
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<ComponentAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="CameraComponentAsset"
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componentName=""
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componentClass="CameraComponent"
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friendlyName="Camera"
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componentType="Game"
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description="Allows the component owner to operate as a camera."/>
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scriptFile="core/components/game/camera.cs"
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description="Allows the component owner to operate as a camera." />
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@ -100,97 +100,86 @@ function CameraComponent::onClientDisconnect(%this, %client)
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}
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}
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//move to the editor later
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GlobalActionMap.bind("keyboard", "alt c", "toggleEditorCam");
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///
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///
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///
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function switchCamera(%client, %newCamEntity)
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function VRCameraComponent::onAdd(%this)
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{
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if(!isObject(%client) || !isObject(%newCamEntity))
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return error("SwitchCamera: No client or target camera!");
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%cam = %newCamEntity.getComponent(CameraComponent);
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if(!isObject(%cam))
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return error("SwitchCamera: Target camera doesn't have a camera behavior!");
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//TODO: Cleanup clientOwner for previous camera!
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if(%cam.clientOwner == 0 || %cam.clientOwner $= "")
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%cam.clientOwner = 0;
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%cam.scopeToClient(%client);
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%cam.setDirty();
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%client.setCameraObject(%newCamEntity);
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%client.setControlCameraFov(%cam.FOV);
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%client.camera = %newCamEntity;
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}
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%this.addComponentField(clientOwner, "The client that views this camera", "int", "1", "");
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function buildEditorCamera()
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{
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if(isObject("EditorCamera"))
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return EditorCamera;
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%camObj = SGOManager.spawn("SpectatorObject", false);
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%camObj.name = "EditorCamera";
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%client = ClientGroup.getObject(0);
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%camObj.getComponent(SpectatorControls).setupControls(%client);
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MissionCleanup.add(%camObj);
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return %camObj;
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}
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%test = %this.clientOwner;
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//TODO: Move this somewhere else!
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function toggleEditorCam(%val)
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{
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if(!%val)
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return;
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%client = ClientGroup.getObject(0);
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%barf = ClientGroup.getCount();
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if(!isObject(%client.camera))
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return error("ToggleEditorCam: no existing camera!");
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%editorCam = buildEditorCamera();
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//if this is our first switch, just go to the editor camera
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if(%client.lastCam $= "" || %client.camera.getId() != %editorCam.getId())
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%clientID = %this.getClientID();
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if(%clientID && !isObject(%clientID.camera))
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{
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if(%client.lastCam $= "")
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{
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//set up the position
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%editorCam.position = %client.camera.position;
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%editorCam.rotation = %client.camera.rotation;
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}
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%client.lastCam = %client.camera;
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%client.lastController = %client.getControlObject();
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switchCamera(%client, %editorCam);
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switchControlObject(%client, %editorCam);
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}
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else
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{
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switchCamera(%client, %client.lastCam);
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switchControlObject(%client, %client.lastController);
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%client.lastCam = %editorCam;
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%client.lastController = %editorCam;
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%this.scopeToClient(%clientID);
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%this.setDirty();
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%clientID.setCameraObject(%this.owner);
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%clientID.setControlCameraFov(%this.FOV);
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%clientID.camera = %this.owner;
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}
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%res = $pref::Video::mode;
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%derp = 0;
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}
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function serverCmdSetClientAspectRatio(%client, %width, %height)
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function VRCameraComponent::onRemove(%this)
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{
|
||||
echo("Client: " @ %client SPC "changing screen res to: " @ %width SPC %height);
|
||||
%client.screenExtent = %width SPC %height;
|
||||
%cam = %client.getCameraObject();
|
||||
|
||||
if(!isObject(%cam))
|
||||
return;
|
||||
|
||||
%cameraComp = %cam.getComponent(CameraComponent);
|
||||
%clientID = %this.getClientID();
|
||||
if(%clientID)
|
||||
%clientID.clearCameraObject();
|
||||
}
|
||||
|
||||
%cameraComp.ScreenAspect = %width SPC %height;
|
||||
function CameraComponent::onInspectorUpdate(%this)
|
||||
{
|
||||
//if(%this.clientOwner)
|
||||
//%this.clientOwner.setCameraObject(%this.owner);
|
||||
}
|
||||
|
||||
function VRCameraComponent::getClientID(%this)
|
||||
{
|
||||
return ClientGroup.getObject(%this.clientOwner-1);
|
||||
}
|
||||
|
||||
function VRCameraComponent::isClientCamera(%this, %client)
|
||||
{
|
||||
%clientID = ClientGroup.getObject(%this.clientOwner-1);
|
||||
|
||||
if(%client.getID() == %clientID)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
function VRCameraComponent::onClientConnect(%this, %client)
|
||||
{
|
||||
//if(%this.isClientCamera(%client) && !isObject(%client.camera))
|
||||
//{
|
||||
%this.scopeToClient(%client);
|
||||
%this.setDirty();
|
||||
|
||||
%client.setCameraObject(%this.owner);
|
||||
%client.setControlCameraFov(%this.FOV);
|
||||
|
||||
%client.camera = %this.owner;
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// echo("CONNECTED CLIENT IS NOT CAMERA OWNER!");
|
||||
//}
|
||||
}
|
||||
|
||||
function VRCameraComponent::onClientDisconnect(%this, %client)
|
||||
{
|
||||
Parent::onClientDisconnect(%this, %client);
|
||||
|
||||
if(isClientCamera(%client)){
|
||||
%this.clearScopeToClient(%client);
|
||||
%client.clearCameraObject();
|
||||
}
|
||||
}
|
||||
|
|
@ -1,7 +1,10 @@
|
|||
<ComponentAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="ControlObjectComponentAsset"
|
||||
componentName="ControlObjectComponent"
|
||||
componentClass="Component"
|
||||
friendlyName="Control Object"
|
||||
componentType="Game"
|
||||
description="Allows the component owner to be controlled by a client."/>
|
||||
scriptFile="core/components/game/controlObject.cs"
|
||||
description="Allows the component owner to be controlled by a client." />
|
||||
|
|
@ -1,7 +1,10 @@
|
|||
<ComponentAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="ItemRotationComponentAsset"
|
||||
componentName="ItemRotationComponent"
|
||||
componentClass="Component"
|
||||
friendlyName="Item Rotation"
|
||||
componentType="Game"
|
||||
description="Rotates the entity around an axis, like an item pickup."/>
|
||||
scriptFile="core/components/game/itemRotate.cs"
|
||||
description="Rotates the entity around an axis, like an item pickup." />
|
||||
|
|
@ -1,7 +1,10 @@
|
|||
<ComponentAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="PlayerSpawnerComponentAsset"
|
||||
componentName="PlayerSpawner"
|
||||
componentClass="Component"
|
||||
friendlyName="Player Spawner"
|
||||
componentType="Game"
|
||||
description="When a client connects, it spawns a player object for them and attaches them to it."/>
|
||||
scriptFile="core/components/game/playerSpawner.cs"
|
||||
description="When a client connects, it spawns a player object for them and attaches them to it." />
|
||||
|
|
@ -29,32 +29,40 @@ function PlayerSpawner::onAdd(%this)
|
|||
%this.friendlyName = "Player Spawner";
|
||||
%this.componentType = "Spawner";
|
||||
|
||||
%this.addComponentField("GameObjectName", "The name of the game object we spawn for the players", string, "PlayerObject");
|
||||
%this.addComponentField("GameObjectName", "The name of the game object we spawn for the players", "gameObject", "PlayerObject");
|
||||
}
|
||||
|
||||
function PlayerSpawner::onClientConnect(%this, %client)
|
||||
{
|
||||
%playerObj = SGOManager.spawn(%this.GameObjectName);
|
||||
%playerObj = spawnGameObject(%this.GameObjectName, false);
|
||||
|
||||
if(!isObject(%playerObj))
|
||||
return;
|
||||
|
||||
%playerObj.position = %this.owner.position;
|
||||
|
||||
MissionCleanup.add(%playerObj);
|
||||
|
||||
for(%b = 0; %b < %playerObj.getComponentCount(); %b++)
|
||||
{
|
||||
%comp = %playerObj.getComponentByIndex(%b);
|
||||
|
||||
if(%comp.isMethod("onClientConnect"))
|
||||
%comp.onClientConnect(%client);
|
||||
}
|
||||
%playerObj.notify("onClientConnect", %client);
|
||||
|
||||
switchControlObject(%client, %playerObj);
|
||||
switchCamera(%client, %playerObj);
|
||||
|
||||
//%playerObj.getComponent(FPSControls).setupControls(%client);
|
||||
%client.player = %playerObj;
|
||||
%client.camera = %playerObj;
|
||||
|
||||
%inventory = %playerObj.getComponent(InventoryController);
|
||||
|
||||
if(isObject(%inventory))
|
||||
{
|
||||
for(%i=0; %i<5; %i++)
|
||||
{
|
||||
%arrow = spawnGameObject(ArrowProjectile, false);
|
||||
|
||||
%inventory.addItem(%arrow);
|
||||
}
|
||||
}
|
||||
|
||||
%playerObj.position = %this.owner.position;
|
||||
%playerObj.rotation = "0 0 0";
|
||||
|
||||
%this.clientCount++;
|
||||
}
|
||||
|
|
@ -1,7 +1,9 @@
|
|||
<ComponentAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="FPSControlsComponentAsset"
|
||||
componentName="FPSControls"
|
||||
componentClass="Component"
|
||||
friendlyName="FPS Controls"
|
||||
componentType="Input"
|
||||
description="First Person Shooter-type controls."/>
|
||||
description="First Person Shooter-type controls." />
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
<ComponentAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="MeshComponentAsset"
|
||||
componentClass="MeshComponent"
|
||||
friendlyName="mesh"
|
||||
componentType="Render"
|
||||
description="Enables an entity to render a shape." />
|
||||
|
|
@ -1,7 +1,8 @@
|
|||
<ComponentAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="PlayerControllerComponentAsset"
|
||||
componentName=""
|
||||
componentClass="PlayerControllerComponent"
|
||||
friendlyName="Player Controller"
|
||||
componentType="Game"
|
||||
description="Enables an entity to move like a player object."/>
|
||||
description="Enables an entity to move like a player object." />
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
<ComponentAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="SoundComponentAsset"
|
||||
componentClass="SoundComponent"
|
||||
friendlyName="Sound(Component)"
|
||||
componentType="sound"
|
||||
description="Stores up to 4 sounds for playback." />
|
||||
|
|
@ -1,7 +1,8 @@
|
|||
<ComponentAsset
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
AssetName="StateMachineComponentAsset"
|
||||
componentName=""
|
||||
componentClass="StateMachineComponent"
|
||||
friendlyName="State Machine"
|
||||
componentType="Game"
|
||||
description="Enables a state machine on the entity."/>
|
||||
description="Enables a state machine on the entity." />
|
||||
|
|
@ -1,13 +0,0 @@
|
|||
<ModuleDefinition
|
||||
ModuleId="Art"
|
||||
VersionId="1"
|
||||
Description="Default module for the Full template game assets."
|
||||
ScriptFile=""
|
||||
CreateFunction="create"
|
||||
DestroyFunction="destroy"
|
||||
Group="Game"
|
||||
Dependencies="">
|
||||
<DeclaredAssets
|
||||
Extension="asset.taml"
|
||||
Recurse="true"/>
|
||||
</ModuleDefinition>
|
||||
|
|
@ -1,3 +0,0 @@
|
|||
<ShapeAsset
|
||||
AssetName="SoldierPlayer"
|
||||
fileName="art/shapes/actors/Soldier/soldier_rigged.DAE"/>
|
||||
|
|
@ -1,13 +0,0 @@
|
|||
<ModuleDefinition
|
||||
ModuleId="Scripts"
|
||||
VersionId="1"
|
||||
Description="Default module for the Full template game assets."
|
||||
ScriptFile=""
|
||||
CreateFunction="create"
|
||||
DestroyFunction="destroy"
|
||||
Group="Game"
|
||||
Dependencies="">
|
||||
<DeclaredAssets
|
||||
Extension="asset.taml"
|
||||
Recurse="true"/>
|
||||
</ModuleDefinition>
|
||||
|
|
@ -1,7 +0,0 @@
|
|||
<ComponentAsset
|
||||
AssetName="AnimationComponentAsset"
|
||||
componentName=""
|
||||
componentClass="AnimationComponent"
|
||||
friendlyName="Animation"
|
||||
componentType="Animation"
|
||||
description="Allows a mesh component to be animated."/>
|
||||
|
|
@ -1,7 +0,0 @@
|
|||
<ComponentAsset
|
||||
AssetName="MeshComponentAsset"
|
||||
componentName=""
|
||||
componentClass="MeshComponent"
|
||||
friendlyName="Mesh"
|
||||
componentType="Render"
|
||||
description="Enables an entity to render a shape."/>
|
||||
|
|
@ -1,123 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// 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:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// 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
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
function execGameObjects()
|
||||
{
|
||||
//find all GameObjectAssets
|
||||
%assetQuery = new AssetQuery();
|
||||
if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
|
||||
return; //if we didn't find ANY, just exit
|
||||
|
||||
%count = %assetQuery.getCount();
|
||||
|
||||
for(%i=0; %i < %count; %i++)
|
||||
{
|
||||
%assetId = %assetQuery.getAsset(%i);
|
||||
|
||||
%gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
|
||||
|
||||
if(isFile(%gameObjectAsset.scriptFilePath))
|
||||
exec(%gameObjectAsset.scriptFilePath);
|
||||
}
|
||||
}
|
||||
|
||||
function findGameObject(%name)
|
||||
{
|
||||
//find all GameObjectAssets
|
||||
%assetQuery = new AssetQuery();
|
||||
if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
|
||||
return 0; //if we didn't find ANY, just exit
|
||||
|
||||
%count = %assetQuery.getCount();
|
||||
|
||||
for(%i=0; %i < %count; %i++)
|
||||
{
|
||||
%assetId = %assetQuery.getAsset(%i);
|
||||
|
||||
%gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
|
||||
|
||||
if(%gameObjectAsset.gameObjectName $= %name)
|
||||
{
|
||||
if(isFile(%gameObjectAsset.TAMLFilePath))
|
||||
{
|
||||
return %gameObjectAsset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
function spawnGameObject(%name, %addToMissionGroup)
|
||||
{
|
||||
if(%addToMissionGroup $= "")
|
||||
%addToMissionGroup = true;
|
||||
|
||||
%gameObjectAsset = findGameObject(%name);
|
||||
|
||||
if(isObject(%gameObjectAsset))
|
||||
{
|
||||
%newSGOObject = TamlRead(%gameObjectAsset.TAMLFilePath);
|
||||
|
||||
if(%addToMissionGroup == true) //save instance when saving level
|
||||
MissionGroup.add(%newSGOObject);
|
||||
else // clear instance on level exit
|
||||
MissionCleanup.add(%newSGOObject);
|
||||
|
||||
return %newSGOObject;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
function saveGameObject(%name, %tamlPath, %scriptPath)
|
||||
{
|
||||
%gameObjectAsset = findGameObject(%name);
|
||||
|
||||
//find if it already exists. If it does, we'll update it, if it does not, we'll make a new asset
|
||||
if(isObject(%gameObjectAsset))
|
||||
{
|
||||
%assetID = %gameObjectAsset.getAssetId();
|
||||
|
||||
%gameObjectAsset.TAMLFilePath = %tamlPath;
|
||||
%gameObjectAsset.scriptFilePath = %scriptPath;
|
||||
|
||||
TAMLWrite(%gameObjectAsset, AssetDatabase.getAssetFilePath(%assetID));
|
||||
AssetDatabase.refreshAsset(%assetID);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Doesn't exist, so make a new one
|
||||
%gameObjectAsset = new GameObjectAsset()
|
||||
{
|
||||
assetName = %name @ "Asset";
|
||||
gameObjectName = %name;
|
||||
TAMLFilePath = %tamlPath;
|
||||
scriptFilePath = %scriptPath;
|
||||
};
|
||||
|
||||
//Save it alongside the taml file
|
||||
%path = filePath(%tamlPath);
|
||||
|
||||
TAMLWrite(%gameObjectAsset, %path @ "/" @ %name @ ".asset.taml");
|
||||
AssetDatabase.refreshAllAssets(true);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,5 +0,0 @@
|
|||
<GameObjectAsset
|
||||
AssetName="ThirdPersonPlayerGameObjectAsset"
|
||||
gameObjectName="ThirdPersonPlayer"
|
||||
TAMLFilePath="scripts/server/gameObjects/ThirdPersonPlayerObject.taml"
|
||||
scriptFilePath="scripts/server/gameObjects/ThirdPersonPlayerObject.cs"/>
|
||||
|
|
@ -1,247 +0,0 @@
|
|||
function ThirdPersonPlayerObject::onAdd(%this)
|
||||
{
|
||||
%this.turnRate = 0.3;
|
||||
|
||||
%this.phys = %this.getComponent("PlayerControllerComponent");
|
||||
%this.collision = %this.getComponent("CollisionComponent");
|
||||
%this.cam = %this.getComponent("CameraComponent");
|
||||
%this.camArm = %this.getComponent("CameraOrbiterComponent");
|
||||
%this.animation = %this.getComponent("AnimationComponent");
|
||||
%this.stateMachine = %this.getComponent("StateMachineComponent");
|
||||
%this.mesh = %this.getComponent("MeshComponent");
|
||||
|
||||
%this.stateMachine.forwardVector = 0;
|
||||
|
||||
%this.crouch = false;
|
||||
|
||||
%this.firstPerson = false;
|
||||
|
||||
%this.crouchSpeedMod = 0.5;
|
||||
|
||||
%this.aimOrbitDist = 1.5;
|
||||
%this.regularOrbitDist = 5;
|
||||
|
||||
%this.regularOrbitMaxPitch = 70;
|
||||
%this.regularOrbitMinPitch = -10;
|
||||
|
||||
%this.aimedMaxPitch = 90;
|
||||
%this.aimedMinPitch = -90;
|
||||
}
|
||||
|
||||
function ThirdPersonPlayerObject::onRemove(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function ThirdPersonPlayerObject::moveVectorEvent(%this)
|
||||
{
|
||||
%moveVector = %this.getMoveVector();
|
||||
|
||||
// forward of the camera on the x-z plane
|
||||
%cameraForward = %this.cam.getForwardVector();
|
||||
|
||||
%cameraRight = %this.cam.getRightVector();
|
||||
|
||||
%moveVec = VectorAdd(VectorScale(%cameraRight, %moveVector.x), VectorScale(%cameraForward, %moveVector.y));
|
||||
|
||||
if(%this.aiming || %this.firstPerson)
|
||||
{
|
||||
%forMove = "0 0 0";
|
||||
|
||||
if(%moveVector.x != 0)
|
||||
{
|
||||
%this.phys.inputVelocity.x = %moveVector.x * 10;
|
||||
}
|
||||
else
|
||||
{
|
||||
%this.phys.inputVelocity.x = 0;
|
||||
}
|
||||
|
||||
if(%moveVector.y != 0)
|
||||
{
|
||||
|
||||
%this.phys.inputVelocity.y = %moveVector.y * 10;
|
||||
}
|
||||
else
|
||||
{
|
||||
%this.phys.inputVelocity.y = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(%moveVec.x == 0 && %moveVec.y == 0)
|
||||
{
|
||||
%this.phys.inputVelocity = "0 0 0";
|
||||
%this.stateMachine.forwardVector = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
%moveVec.z = 0;
|
||||
|
||||
%curForVec = %this.getForwardVector();
|
||||
|
||||
%newForVec = VectorLerp(%curForVec, %moveVec, %this.turnRate);
|
||||
|
||||
%this.setForwardVector(%newForVec);
|
||||
|
||||
%this.phys.inputVelocity.y = 10;
|
||||
|
||||
%this.stateMachine.forwardVector = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if(%this.crouch)
|
||||
%this.phys.inputVelocity = VectorScale(%this.phys.inputVelocity, %this.crouchSpeedMod);
|
||||
}
|
||||
|
||||
function ThirdPersonPlayerObject::moveYawEvent(%this)
|
||||
{
|
||||
%moveRotation = %this.getMoveRotation();
|
||||
|
||||
%camOrb = %this.getComponent("CameraOrbiterComponent");
|
||||
|
||||
if(%this.aiming || %this.firstPerson)
|
||||
{
|
||||
%this.rotation.z += %moveRotation.z * 10;
|
||||
}
|
||||
|
||||
%camOrb.rotation.z += %moveRotation.z * 10;
|
||||
}
|
||||
|
||||
function ThirdPersonPlayerObject::movePitchEvent(%this)
|
||||
{
|
||||
%moveRotation = %this.getMoveRotation();
|
||||
|
||||
%camOrb = %this.getComponent("CameraOrbiterComponent");
|
||||
|
||||
%camOrb.rotation.x += %moveRotation.x * 10;
|
||||
}
|
||||
|
||||
function ThirdPersonPlayerObject::moveRollEvent(%this){}
|
||||
|
||||
function ThirdPersonPlayerObject::moveTriggerEvent(%this, %triggerNum, %triggerValue)
|
||||
{
|
||||
if(%triggerNum == 3 && %triggerValue)
|
||||
{
|
||||
if(%triggerValue)
|
||||
{
|
||||
%this.firstPerson = !%this.firstPerson;
|
||||
|
||||
if(%this.firstPerson)
|
||||
{
|
||||
%this.rotation.z = %this.cam.rotationOffset.z;
|
||||
%this.camArm.orbitDistance = 0;
|
||||
%this.camArm.maxPitchAngle = %this.aimedMaxPitch;
|
||||
%this.camArm.minPitchAngle = %this.aimedMinPitch;
|
||||
|
||||
%this.cam.positionOffset = "0 0 0";
|
||||
%this.cam.rotationOffset = "0 0 0";
|
||||
}
|
||||
else if(%this.aiming)
|
||||
{
|
||||
%this.camArm.orbitDistance = %this.aimOrbitDist;
|
||||
|
||||
%this.camArm.maxPitchAngle = %this.aimedMaxPitch;
|
||||
%this.camArm.minPitchAngle = %this.aimedMinPitch;
|
||||
}
|
||||
else
|
||||
{
|
||||
%this.camArm.orbitDistance = %this.regularOrbitDist;
|
||||
|
||||
%this.camArm.maxPitchAngle = %this.regularOrbitMaxPitch;
|
||||
%this.camArm.minPitchAngle = %this.regularOrbitMinPitch;
|
||||
}
|
||||
|
||||
commandToClient(localclientConnection, 'SetClientRenderShapeVisibility',
|
||||
localclientConnection.getGhostID(%this.getComponent("MeshComponent")), !%this.firstPerson);
|
||||
}
|
||||
}
|
||||
else if(%triggerNum == 2 && %triggerValue == true)
|
||||
{
|
||||
//get our best collision assuming up is 0 0 1
|
||||
%collisionAngle = %this.collision.getBestCollisionAngle("0 0 1");
|
||||
|
||||
if(%collisionAngle >= 80)
|
||||
{
|
||||
%surfaceNormal = %this.collision.getCollisionNormal(0);
|
||||
%jumpVector = VectorScale(%surfaceNormal, 200);
|
||||
echo("Jump surface Angle is at: " @ %surfaceNormal);
|
||||
|
||||
%this.phys.applyImpulse(%this.position, %jumpVector);
|
||||
%this.setForwardVector(%jumpVector);
|
||||
}
|
||||
else
|
||||
%this.phys.applyImpulse(%this.position, "0 0 300");
|
||||
}
|
||||
else if(%triggerNum == 4)
|
||||
{
|
||||
%this.crouch = %triggerValue;
|
||||
}
|
||||
else if(%triggerNum == 1)
|
||||
{
|
||||
%this.aiming = %triggerValue;
|
||||
|
||||
if(%this.aiming)
|
||||
{
|
||||
%this.rotation.z = %this.cam.rotationOffset.z;
|
||||
%this.camArm.orbitDistance = %this.aimOrbitDist;
|
||||
%this.camArm.maxPitchAngle = %this.aimedMaxPitch;
|
||||
%this.camArm.minPitchAngle = %this.aimedMinPitch;
|
||||
}
|
||||
else
|
||||
{
|
||||
%this.camArm.orbitDistance = %this.regularOrbitDist;
|
||||
%this.camArm.maxPitchAngle = %this.regularOrbitMaxPitch;
|
||||
%this.camArm.minPitchAngle = %this.regularOrbitMinPitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function ThirdPersonPlayerObject::onCollisionEvent(%this, %colObject, %colNormal, %colPoint, %colMatID, %velocity)
|
||||
{
|
||||
if(!%this.phys.isContacted())
|
||||
echo(%this @ " collided with " @ %colObject);
|
||||
}
|
||||
|
||||
function ThirdPersonPlayerObject::processTick(%this)
|
||||
{
|
||||
%moveVec = %this.getMoveVector();
|
||||
%bestFit = "";
|
||||
|
||||
if(%this.crouch)
|
||||
{
|
||||
if(%moveVec.x != 0 || %moveVec.y != 0)
|
||||
%bestFit = "Crouch_Forward";
|
||||
else
|
||||
%bestFit = "Crouch_Root";
|
||||
}
|
||||
else
|
||||
{
|
||||
if(%moveVec.x != 0 || %moveVec.y != 0)
|
||||
%bestFit = "Run";
|
||||
else
|
||||
%bestFit = "Root";
|
||||
}
|
||||
|
||||
if(%this.animation.getThreadAnimation(0) !$= %bestFit)
|
||||
%this.animation.playThread(0, %bestFit);
|
||||
}
|
||||
|
||||
//Used for first person mode
|
||||
function clientCmdSetClientRenderShapeVisibility(%id, %visiblilty)
|
||||
{
|
||||
%localID = ServerConnection.resolveGhostID(%id);
|
||||
%localID.enabled = %visiblilty;
|
||||
}
|
||||
|
||||
function serverToClientObject( %serverObject )
|
||||
{
|
||||
assert( isObject( LocalClientConnection ), "serverToClientObject() - No local client connection found!" );
|
||||
assert( isObject( ServerConnection ), "serverToClientObject() - No server connection found!" );
|
||||
|
||||
%ghostId = LocalClientConnection.getGhostId( %serverObject );
|
||||
if ( %ghostId == -1 )
|
||||
return 0;
|
||||
|
||||
return ServerConnection.resolveGhostID( %ghostId );
|
||||
}
|
||||
|
|
@ -1,98 +0,0 @@
|
|||
<Entity
|
||||
scale="1 1 1"
|
||||
class="ThirdPersonPlayerObject"
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true"
|
||||
position="0 0 0"
|
||||
rotation="0 0 0">
|
||||
<Component
|
||||
networked="false"
|
||||
enabled="true"
|
||||
class="ControlObjectComponent"
|
||||
clientOwner="1" />
|
||||
<CollisionComponent
|
||||
friendlyName="Collision(Component)"
|
||||
networked="false"
|
||||
enabled="true"
|
||||
collisionType="Bounds"
|
||||
LineOfSightType="Collision Mesh"
|
||||
decalType="Collision Mesh"
|
||||
CollisionMeshPrefix="Collision"
|
||||
BlockCollisions="true" />
|
||||
<PlayerControllerComponent
|
||||
componentType="Physics"
|
||||
friendlyName="Simple Physics"
|
||||
description="Simple physics behavior that allows gravity and impulses."
|
||||
networked="false"
|
||||
enabled="true"
|
||||
gravity="0 0 -9"
|
||||
velocity="0 0 0"
|
||||
isStatic="false" />
|
||||
<MeshComponent
|
||||
componentType="Render"
|
||||
friendlyName="Mesh Component"
|
||||
description="Causes the object to render a non-animating 3d shape using the file provided."
|
||||
networked="true"
|
||||
enabled="true"
|
||||
MeshAsset="Art:SoldierPlayer" />
|
||||
<Component
|
||||
networked="false"
|
||||
enabled="true"
|
||||
class="FPSControls" />
|
||||
<CameraComponent
|
||||
networked="false"
|
||||
enabled="true"
|
||||
FOV="80"
|
||||
MinFOV="5"
|
||||
MaxFOV="175"
|
||||
ScreenAspect="1024 768"
|
||||
targetNode="Eye"
|
||||
positionOffset="0 0 0"
|
||||
rotationOffset="0 0 0"
|
||||
useParentTransform="false" />
|
||||
<CameraOrbiterComponent
|
||||
orbitDistance="5"
|
||||
maxPitchAngle="70"
|
||||
minPitchAngle="-70"
|
||||
networked="false"
|
||||
enabled="true" />
|
||||
<AnimationComponent
|
||||
componentType="Render"
|
||||
friendlyName="Animation Component"
|
||||
description="An animation component"
|
||||
networked="true"
|
||||
enabled="true"/>
|
||||
<SpotLight
|
||||
range="10"
|
||||
innerAngle="40"
|
||||
outerAngle="45"
|
||||
isEnabled="true"
|
||||
color="1 1 1 1"
|
||||
brightness="1"
|
||||
castShadows="false"
|
||||
priority="1"
|
||||
animate="true"
|
||||
animationPeriod="1"
|
||||
animationPhase="1"
|
||||
flareScale="1"
|
||||
attenuationRatio="0 1 1"
|
||||
shadowType="Spot"
|
||||
texSize="512"
|
||||
overDarkFactor="2000 1000 500 100"
|
||||
shadowDistance="400"
|
||||
shadowSoftness="0.15"
|
||||
numSplits="1"
|
||||
logWeight="0.91"
|
||||
fadeStartDistance="0"
|
||||
lastSplitTerrainOnly="false"
|
||||
representedInLightmap="false"
|
||||
shadowDarkenColor="0 0 0 -1"
|
||||
includeLightmappedGeometryInShadow="false"
|
||||
position="0 0 1.6137"
|
||||
rotation="0 0 1 0"
|
||||
mountNode="-1"
|
||||
mountPos="0 0 1.5"
|
||||
mountRot="1 0 0 0"
|
||||
canSave="true"
|
||||
canSaveDynamicFields="true" />
|
||||
</Entity>
|
||||
|
|
@ -58,23 +58,3 @@ exec("./turret.cs");
|
|||
// Load our gametypes
|
||||
exec("./gameCore.cs"); // This is the 'core' of the gametype functionality.
|
||||
exec("./gameDM.cs"); // Overrides GameCore with DeathMatch functionality.
|
||||
|
||||
//Entity/Component stuff
|
||||
if(isFile("./components/game/camera.cs"))
|
||||
exec("./components/game/camera.cs");
|
||||
if(isFile("./components/game/controlObject.cs"))
|
||||
exec("./components/game/controlObject.cs");
|
||||
if(isFile("./components/game/itemRotate.cs"))
|
||||
exec("./components/game/itemRotate.cs");
|
||||
if(isFile("./components/game/playerSpawner.cs"))
|
||||
exec("./components/game/playerSpawner.cs");
|
||||
if(isFile("./components/input/fpsControls.cs"))
|
||||
exec("./components/input/fpsControls.cs");
|
||||
if(isFile("./components/input/inputManager.cs"))
|
||||
exec("./components/input/inputManager.cs");
|
||||
|
||||
if(isFile("./gameObjects/GameObjectManager.cs"))
|
||||
{
|
||||
exec("./gameObjects/GameObjectManager.cs");
|
||||
execGameObjects();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -143,9 +143,6 @@ if(WIN32)
|
|||
option(TORQUE_D3D11 "Allow Direct3D 11 render" ON)
|
||||
endif()
|
||||
|
||||
option(TORQUE_EXPERIMENTAL_EC "Experimental Entity/Component systems" OFF)
|
||||
mark_as_advanced(TORQUE_EXPERIMENTAL_EC)
|
||||
|
||||
option(TORQUE_DEDICATED "Torque dedicated" OFF)
|
||||
mark_as_advanced(TORQUE_DEDICATED)
|
||||
|
||||
|
|
@ -316,9 +313,6 @@ addPath("${srcDir}/physics")
|
|||
addPath("${srcDir}/gui/3d")
|
||||
addPath("${srcDir}/postFx")
|
||||
|
||||
if(NOT TORQUE_EXPERIMENTAL_EC)
|
||||
set(BLACKLIST "entity.cpp;entity.h" )
|
||||
endif()
|
||||
addPath("${srcDir}/T3D")
|
||||
set(BLACKLIST "" )
|
||||
|
||||
|
|
@ -331,16 +325,13 @@ addPath("${srcDir}/T3D/decal")
|
|||
addPath("${srcDir}/T3D/sfx")
|
||||
addPath("${srcDir}/T3D/gameBase")
|
||||
addPath("${srcDir}/T3D/turret")
|
||||
|
||||
if( TORQUE_EXPERIMENTAL_EC )
|
||||
addPath("${srcDir}/T3D/components/")
|
||||
addPath("${srcDir}/T3D/components/animation")
|
||||
addPath("${srcDir}/T3D/components/camera")
|
||||
addPath("${srcDir}/T3D/components/collision")
|
||||
addPath("${srcDir}/T3D/components/game")
|
||||
addPath("${srcDir}/T3D/components/physics")
|
||||
addPath("${srcDir}/T3D/components/render")
|
||||
endif()
|
||||
addPath("${srcDir}/T3D/components/")
|
||||
addPath("${srcDir}/T3D/components/animation")
|
||||
addPath("${srcDir}/T3D/components/camera")
|
||||
addPath("${srcDir}/T3D/components/collision")
|
||||
addPath("${srcDir}/T3D/components/game")
|
||||
addPath("${srcDir}/T3D/components/physics")
|
||||
addPath("${srcDir}/T3D/components/render")
|
||||
|
||||
addPath("${srcDir}/main/")
|
||||
addPath("${srcDir}/assets")
|
||||
|
|
@ -422,9 +413,6 @@ if(TORQUE_TOOLS)
|
|||
addPath("${srcDir}/environment/editors")
|
||||
addPath("${srcDir}/forest/editor")
|
||||
addPath("${srcDir}/gui/editor")
|
||||
if(NOT TORQUE_EXPERIMENTAL_EC)
|
||||
set(BLACKLIST "entityGroup.cpp;entityGroup.h;mountingGroup.cpp;mountingGroup.h;componentGroup.cpp;componentGroup.h" )
|
||||
endif()
|
||||
addPath("${srcDir}/gui/editor/inspector")
|
||||
set(BLACKLIST "" )
|
||||
endif()
|
||||
|
|
@ -502,10 +490,6 @@ if(TORQUE_DEDICATED)
|
|||
addDef(TORQUE_DEDICATED)
|
||||
endif()
|
||||
|
||||
if(TORQUE_EXPERIMENTAL_EC)
|
||||
addDef(TORQUE_EXPERIMENTAL_EC)
|
||||
endif()
|
||||
|
||||
#modules dir
|
||||
file(GLOB modules "modules/*.cmake")
|
||||
foreach(module ${modules})
|
||||
|
|
@ -855,26 +839,6 @@ if(TORQUE_TEMPLATE)
|
|||
message("Prepare Template(${TORQUE_TEMPLATE}) install...")
|
||||
file(GLOB_RECURSE INSTALL_FILES_AND_DIRS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/*")
|
||||
|
||||
IF( NOT TORQUE_EXPERIMENTAL_EC)
|
||||
list(REMOVE_ITEM INSTALL_FILES_AND_DIRS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/art/art.module.taml")
|
||||
list(REMOVE_ITEM INSTALL_FILES_AND_DIRS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/art/shapes/actors/Soldier/soldier.asset.taml")
|
||||
list(REMOVE_ITEM INSTALL_FILES_AND_DIRS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/scripts/scripts.module.taml")
|
||||
|
||||
foreach(ITEM ${INSTALL_FILES_AND_DIRS})
|
||||
get_filename_component( dir ${ITEM} DIRECTORY )
|
||||
get_filename_component( fileName ${ITEM} NAME )
|
||||
if( ${dir} STREQUAL ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/scripts/server/components
|
||||
OR ${dir} STREQUAL ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/scripts/server/components/game
|
||||
OR ${dir} STREQUAL ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/scripts/server/components/input
|
||||
OR ${dir} STREQUAL ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/scripts/server/gameObjects
|
||||
OR ${dir} STREQUAL ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/tools/componentEditor
|
||||
OR ${dir} STREQUAL ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/tools/componentEditor/gui
|
||||
OR ${dir} STREQUAL ${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/tools/componentEditor/scripts )
|
||||
list(REMOVE_ITEM INSTALL_FILES_AND_DIRS ${dir}/${fileName})
|
||||
ENDIF()
|
||||
endforeach()
|
||||
ENDIF()
|
||||
|
||||
foreach(ITEM ${INSTALL_FILES_AND_DIRS})
|
||||
get_filename_component( dir ${ITEM} DIRECTORY )
|
||||
STRING(REGEX REPLACE "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/" "${TORQUE_APP_DIR}/" INSTALL_DIR ${dir})
|
||||
|
|
|
|||
Loading…
Reference in a new issue