Torque3D/Templates/Full/game/art/datablocks/teleporter.cs

144 lines
4.9 KiB
C#

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