Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them

This commit is contained in:
Areloch 2019-08-07 01:27:39 -05:00
parent e6e2ee0d50
commit fee1ceab3c
18 changed files with 151 additions and 134 deletions

View file

@ -45,8 +45,11 @@ function GameConnection::initialControlSet(%this)
// first check if the editor is active
if (!isToolBuild() || !isMethod("Editor", "checkActiveLoadDone") || !Editor::checkActiveLoadDone())
{
if (isObject(PlayGui) && Canvas.getContent() != PlayGui.getId())
Canvas.setContent(PlayGui);
%playGUIName = ProjectSettings.value("UI/playGUIName");
Canvas.setContent(%playGUIName);
if (isObject(%playGUIName) && Canvas.getContent() != %playGUIName.getId())
Canvas.setContent(%playGUIName);
}
}
@ -117,8 +120,9 @@ function disconnectedCleanup()
$sceneLighting::terminateLighting = true;
// Back to the launch screen
if (isObject( MainMenuGui ))
Canvas.setContent( MainMenuGui );
%mainMenuGUI = ProjectSettings.value("UI/mainMenuName");
if (isObject( %mainMenuGUI ))
Canvas.setContent( %mainMenuGUI );
// Before we destroy the client physics world
// make sure all ServerConnection objects are deleted.

View file

@ -107,8 +107,9 @@ function createAndConnectToLocalServer( %serverType, %level )
MessageBoxOK("Error starting local server!", "There was an error when trying to connect to the local server.");
if(isObject(MainMenuGui))
Canvas.setContent(MainMenuGui);
%mainMenuGUI = ProjectSettings.value("UI/mainMenuName");
if (isObject( %mainMenuGUI ))
Canvas.setContent( %mainMenuGUI );
return false;
}

View file

@ -1,5 +1,9 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<ProjectSettings>
<Group name="UI">
<Setting name="mainMenuName">MainMenuGUI</Setting>
<Setting name="playGUIName">PlayGUI</Setting>
</Group>
<Group name="AssetManagement">
<Group name="Modules">
<Setting name="coreModulePath">core/</Setting>