mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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144 lines
4.9 KiB
C#
144 lines
4.9 KiB
C#
//-----------------------------------------------------------------------------
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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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// DefaultTrigger is used by the mission editor. This is also an example
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// of trigger methods and callbacks.
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// A 3D sound played by the server at the location of the
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// teleporter after an object has teleported.
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datablock SFXProfile(TeleportEntrance)
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{
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fileName = "art/sound/orc_pain";
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description = AudioDefault3D;
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preload = true;
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};
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// The 2D sound played by the client after a teleport.
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datablock SFXProfile(TeleportSound)
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{
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fileName = "art/sound/orc_death";
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description = Audio2D;
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preload = true;
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};
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// Particles to use for the emitter at the teleporter
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datablock ParticleData(TeleporterParticles)
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{
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lifetimeMS = "750";
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lifetimeVarianceMS = "100";
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textureName = "art/particles/Streak.png";
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useInvAlpha = "0";
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gravityCoefficient = "-1";
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spinSpeed = "0";
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spinRandomMin = "0";
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spinRandomMax = "0";
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colors[0] = "0.0980392 0.788235 0.92549 1";
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colors[1] = "0.0627451 0.478431 0.952941 1";
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colors[2] = "0.0509804 0.690196 0.964706 1";
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sizes[0] = "1";
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sizes[1] = "1";
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sizes[2] = "1";
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times[0] = 0.0;
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times[1] = "0.415686";
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times[2] = "0.74902";
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animTexName = "art/particles/Streak.png";
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inheritedVelFactor = "0.0998043";
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constantAcceleration = "-2";
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colors[3] = "0.694118 0.843137 0.945098 0";
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sizes[3] = "1";
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};
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// Particle Emitter to be played when a teleport occours.
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datablock ParticleEmitterData(TeleportEmitter)
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{
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ejectionPeriodMS = "25";
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periodVarianceMS = "2";
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ejectionVelocity = "0.25";
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velocityVariance = "0.1";
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ejectionOffset = "0.25";
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thetaMin = "90";
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thetaMax = "90";
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvance = false;
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lifetimeMS = "1000";
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particles = "TeleporterParticles";
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blendStyle = "ADDITIVE";
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};
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// Ignore the name "explosion" for this. An Explosion in T3D
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// is really an effect that plays a SFXProfile, particle emitters,
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// point light, debris, and camera shake. Things normally associated with
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// an explosion, such as damage and pushback, are calculated outside of the
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// explosion object itself. Because of this, we use an ExplosionDatablock to
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// attach visual effects to our teleporter.
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datablock ExplosionData(EntranceEffect)
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{
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soundProfile = TeleportEntrance;
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particleEmitter = "TeleportEmitter";
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lifeTimeMS = "288";
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lightStartRadius = "0";
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lightEndRadius = "2.82353";
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lightStartColor = "0.992126 0.992126 0.992126 1";
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lightEndColor = "0 0.102362 0.992126 1";
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lightStartBrightness = "0.784314";
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lightEndBrightness = "4";
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lightNormalOffset = "0";
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emitter[0] = "RocketSplashEmitter";
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times[0] = "0.247059";
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particleRadius = "0.1";
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particleDensity = "10";
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playSpeed = "1";
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};
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datablock TriggerData(TeleporterTrigger : DefaultTrigger)
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{
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// Amount of time, in milliseconds, to wait before allowing another
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// object to use this teleportat.
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teleporterCooldown = 0;
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// Amount to scale the object's exit velocity. Larger values will
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// propel the object with greater force.
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exitVelocityScale = 0;
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// If true, the object will be oriented to the front
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// of the exit teleporter. Otherwise the player will retain their original
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// orientation.
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reorientPlayer = true;
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// If true, the teleporter will only trigger if the object
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// enters the front of the teleporter.
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oneSided = false;
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// Effects to play at the entrance of the teleporter.
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entranceEffect = EntranceEffect;
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exiteffect = EntranceEffect;
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// 2D Sound to play for the client being teleported.
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teleportSound = TeleportSound;
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};
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