mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
35 lines
1.4 KiB
Plaintext
35 lines
1.4 KiB
Plaintext
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function ToolsModule::onCreate(%this)
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{
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// ----------------------------------------------------------------------------
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// Initialize core sub system functionality such as audio, the Canvas, PostFX,
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// rendermanager, light managers, etc.
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//
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// Note that not all of these need to be initialized before the client, although
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// the audio should and the canvas definitely needs to be. I've put things here
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// to distinguish between the purpose and functionality of the various client
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// scripts. Game specific script isn't needed until we reach the shell menus
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// and start a game or connect to a server. We get the various subsystems ready
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// to go, and then use initClient() to handle the rest of the startup sequence.
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//
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// If this is too convoluted we can reduce this complexity after futher testing
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// to find exactly which subsystems should be readied before kicking things off.
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// ----------------------------------------------------------------------------
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ModuleDatabase.LoadExplicit( "EditorCore" );
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//ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
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}
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function ToolsModule::onDestroy(%this)
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{
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}
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function ToolsModule::disconnect(%this)
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{
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if ( isObject( Editor ) && Editor.isEditorEnabled() )
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{
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EditorGui.saveAs = false; //whatever edits we were doing are irrelevent now
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Editor.close(MainMenuGui);
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}
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} |