Torque3D/Templates/BaseGame/game/tools/missionAreaEditor/main.tscript
marauder2k7 0a1e3f74ed remove terrain dependency from mission area
Mission Area now captures the entire level bounds based on objects in the scene
Terrain is no longer required for mission area to be set
2025-06-15 12:41:47 +01:00

153 lines
5.2 KiB
Plaintext

//-----------------------------------------------------------------------------
// 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 initializeMissionAreaEditor()
{
echo(" % - Initializing Mission Area Editor");
exec( "./missionAreaEditor.ed." @ $TorqueScriptFileExtension );
exec( "./missionAreaEditorGui.ed.gui" );
exec( "./missionAreaEditorGui.ed." @ $TorqueScriptFileExtension );
// Add ourselves to EditorGui, where all the other tools reside
MissionAreaEditorGui.setVisible( false );
MissionAreaEditorTerrainWindow.setVisible( false );
MissionAreaEditorPropertiesWindow.setVisible( false );
MainSceneTabPanel.add( MissionAreaEditorGui );
MainSceneTabPanel.add( MissionAreaEditorTerrainWindow );
MainSceneTabPanel.add( MissionAreaEditorPropertiesWindow );
new ScriptObject( MissionAreaEditorPlugin )
{
superClass = "EditorPlugin";
editorGui = MissionAreaEditorGui;
};
MissionAreaEditorPlugin.initSettings();
}
function destroyMissionAreaEditor()
{
}
function MissionAreaEditorPlugin::onWorldEditorStartup( %this )
{
// Add ourselves to the window menu.
%accel = EditorGui.addToEditorsMenu( "Mission Area Editor", "", MissionAreaEditorPlugin );
// Add ourselves to the ToolsToolbar
%tooltip = "Mission Area Editor (" @ %accel @ ")";
EditorGui.addToToolsToolbar( "MissionAreaEditorPlugin", "MissionAreaEditorPalette", "ToolsModule:mission_area_n_image", %tooltip );
//connect editor windows
GuiWindowCtrl::attach( MissionAreaEditorPropertiesWindow, MissionAreaEditorTerrainWindow);
}
function MissionAreaEditorPlugin::onActivated( %this )
{
%this.readSettings();
EditorGui.bringToFront( MissionAreaEditorGui );
MissionAreaEditorGui.setVisible(true);
MissionAreaEditorGui.makeFirstResponder( true );
MissionAreaEditorTerrainWindow.setVisible( true );
MissionAreaEditorPropertiesWindow.setVisible( true );
// Set the status bar here until all tool have been hooked up
EditorGuiStatusBar.setInfo("Mission Area Editor.");
EditorGuiStatusBar.setSelection("");
// Allow the Gui to setup.
MissionAreaEditorGui.onEditorActivated();
Parent::onActivated(%this);
}
function MissionAreaEditorPlugin::onDeactivated( %this )
{
%this.writeSettings();
MissionAreaEditorGui.setVisible(false);
MissionAreaEditorTerrainWindow.setVisible( false );
MissionAreaEditorPropertiesWindow.setVisible( false );
// Allow the Gui to cleanup.
MissionAreaEditorGui.onEditorDeactivated();
Parent::onDeactivated(%this);
}
function MissionAreaEditorPlugin::setEditorFunction( %this )
{
%missionAreaExists = isObject(getMissionAreaServerObject());
if( %missionAreaExists == false )
toolsMessageBoxYesNoCancel("No Mission Area","Would you like to create a New Mission Area?", "MissionAreaEditorPlugin.createNewMissionArea();");
return %missionAreaExists;
}
function MissionAreaEditorPlugin::createNewMissionArea(%this)
{
%newMissionArea = new MissionArea();
%newMissionArea.area = "-256 -256 512 512";
getScene(0).add(%newMissionArea);
EditorGui.setEditor(MissionAreaEditorPlugin);
EWorldEditor.isDirty = true;
}
//-----------------------------------------------------------------------------
// Settings
//-----------------------------------------------------------------------------
function MissionAreaEditorPlugin::initSettings( %this )
{
EditorSettings.beginGroup( "MissionAreaEditor", true );
EditorSettings.setDefaultValue( "MissionBoundsColor", "255 255 255" );
EditorSettings.endGroup();
}
function MissionAreaEditorPlugin::readSettings( %this )
{
EditorSettings.beginGroup( "MissionAreaEditor", true );
MissionAreaEditorLevelEditor.missionBoundsColor = EditorSettings.value("MissionBoundsColor");
EditorSettings.endGroup();
}
function MissionAreaEditorPlugin::writeSettings( %this )
{
EditorSettings.beginGroup( "MissionAreaEditor", true );
EditorSettings.setValue( "MissionBoundsColor", MissionAreaEditorLevelEditor.missionBoundsColor );
EditorSettings.endGroup();
}