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Adds utility function and method to be able to enact a load of subscenes at a specific world position
Adds loadIf conditional logic to evaluate if a subscene is 'allowed' to load when tested Adds isAlwaysActive to GameMode to be able to flag a gamemode as being defaulted to on and used automatically Updated GetGameModesList function to return an arrayObject of the gamemodes found Overhauled CallGameModeFunction to utilize the gamemodes list with active/alwaysActive modes being called against, rather than level-scanning Updated ChooseLevelMenu to be able to toggle on/off multiple gamemodes with an image indicator if it's active or not
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14 changed files with 259 additions and 198 deletions
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@ -49,6 +49,7 @@ void SubScene::initPersistFields()
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addGroup("SubScene");
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addField("isGlobalLayer", TypeBool, Offset(mGlobalLayer, SubScene), "");
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INITPERSISTFIELD_LEVELASSET(Level, SubScene, "The level asset to load.");
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addField("loadIf", TypeCommand, Offset(mLoadIf, SubScene), "evaluation condition (true/false)");
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addField("gameModes", TypeGameModeList, Offset(mGameModesNames, SubScene), "The game modes that this subscene is associated with.");
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endGroup("SubScene");
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@ -143,9 +144,18 @@ bool SubScene::testBox(const Box3F& testBox)
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if (mGlobalLayer)
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return true;
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bool isOverlapped = getWorldBox().isOverlapped(testBox);
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return getWorldBox().isOverlapped(testBox);
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bool passes = getWorldBox().isOverlapped(testBox);
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if (passes && !mLoadIf.isEmpty())
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{
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//test the mapper plugged in condition line
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String resVar = getIdString() + String(".result");
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Con::setBoolVariable(resVar.c_str(), false);
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String command = resVar + "=" + mLoadIf + ";";
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Con::evaluatef(command.c_str());
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passes = Con::getBoolVariable(resVar.c_str());
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}
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return passes;
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}
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void SubScene::write(Stream& stream, U32 tabStop, U32 flags)
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