mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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156 lines
5.7 KiB
C#
156 lines
5.7 KiB
C#
//-----------------------------------------------------------------------------
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// The server has started up so do some game start up
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//-----------------------------------------------------------------------------
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//This file implements game mode logic for an Example gamemode. The primary functions:
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//ExampleGameMode::onMissionStart
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//ExampleGameMode::onMissionReset
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//ExampleGameMode::onMissionEnd
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//Are the primary hooks for the server to start, restart and end any active gamemodes
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//onMissionStart, for example is called from core/clientServer/scripts/server/levelLoad.cs
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//It's called once the server has successfully loaded the level, and has parsed
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//through any active scenes to get GameModeNames defined by them. It then iterates
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//over them and calls these callbacks to envoke gamemode behaviors. This allows multiple
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//gamemodes to be in effect at one time. Modules can implement as many gamemodes as you want.
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//
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//For levels that can be reused for multiple gammodes, the general setup would be a primary level file
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//with the Scene in it having the main geometry, weapons, terrain, etc. You would then have subScenes that
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//each contain what's necessary for the given gamemode, such as a subScene that just adds the flags and capture
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//triggers for a CTF mode. The subscene would then have it's GameModeName defined to run the CTF gamemode logic
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//and the levelLoad code will execute it.
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function ExampleGameMode::onCreateGame()
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{
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// Note: The Game object will be cleaned up by MissionCleanup. Therefore its lifetime is
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// limited to that of the mission.
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new ScriptObject(ExampleGameMode){};
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return ExampleGameMode;
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}
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//This function is called when the level finishes loading. It sets up the initial configuration, variables and
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//spawning and dynamic objects, timers or rules needed for the gamemode to run
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function ExampleGameMode::onMissionStart(%this)
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{
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//set up the game and game variables
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%this.initGameVars();
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if (%this.running)
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{
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error("onMissionStart: End the game first!");
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return;
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}
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// Start the game timer
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if (%this.duration)
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%this.gameSchedule = schedule(%this.duration * 1000, "onGameDurationEnd");
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%this.running = true;
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}
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//This function is called when the level ends. It can be envoked due to the gamemode ending
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//but is also kicked off when the game server is shut down as a form of cleanup for anything the gamemode
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//created or is managing like the above mentioned dynamic objects or timers
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function ExampleGameMode::onMissionEnded(%this)
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{
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if (!%this.running)
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{
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error("onMissionEnded: No game running!");
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return;
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}
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// Stop any game timers
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cancel(%this.gameSchedule);
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%this.running = false;
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}
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//This function is called in the event the server resets and is used to re-initialize the gamemode
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function ExampleGameMode::onMissionReset(%this)
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{
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// Called by resetMission(), after all the temporary mission objects
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// have been deleted.
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%this.initGameVars();
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}
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//This sets up our gamemode's duration time
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function ExampleGameMode::initGameVars(%this)
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{
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// Set the gameplay parameters
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%this.duration = 30 * 60;
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}
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//This is called when the timer runs out, allowing the gamemode to end
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function ExampleGameMode::onGameDurationEnd(%this)
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{
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//we don't end if we're currently editing the level
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if (%this.duration && !(EditorIsActive() && GuiEditorIsActive()))
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%this.onMissionEnded();
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}
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//This is called to actually spawn a control object for the player to utilize
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//A player character, spectator camera, etc.
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function ExampleGameMode::spawnControlObject(%this, %client)
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{
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//In this example, we just spawn a camera
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if (!isObject(%client.camera))
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{
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if(!isObject(Observer))
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{
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datablock CameraData(Observer)
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{
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mode = "Observer";
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};
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}
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%client.camera = spawnObject("Camera", Observer);
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}
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// If we have a camera then set up some properties
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if (isObject(%client.camera))
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{
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MissionCleanup.add( %this.camera );
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%client.camera.scopeToClient(%client);
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%client.setControlObject(%client.camera);
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%client.camera.setTransform("0 0 1 0 0 0 0");
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}
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}
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//This is called when the client has initially established a connection to the game server
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//It's used for setting up anything ahead of time for the client, such as loading in client-passed
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//config stuffs, saved data or the like that should be handled BEFORE the client has actually entered
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//the game itself
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function ExampleGameMode::onClientConnect(%this, %client)
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{
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}
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//This is called when a client enters the game server. It's used to spawn a player object
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//set up any client-specific properties such as saved configs, values, their name, etc
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//These callbacks are activated in core/clientServer/scripts/server/levelDownload.cs
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function ExampleGameMode::onClientEnterGame(%this, %client)
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{
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//Set the player name based on the client's connection data
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%client.setPlayerName(%client.connectData);
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%this.spawnControlObject(%client);
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}
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//This is called when the player leaves the game server. It's used to clean up anything that
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//was spawned or setup for the client when it connected, in onClientEnterGame
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//These callbacks are activated in core/clientServer/scripts/server/levelDownload.cs
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function ExampleGameMode::onClientLeaveGame(%this, %client)
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{
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// Cleanup the camera
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if (isObject(%client.camera))
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%client.camera.delete();
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}
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//This is called when the player has connected and finaly setup is done and control is handed
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//over to the client. It allows a point to special-case setting the client's canvas content
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//(Such as a gamemode-specific GUI) or setting up gamemode-specific keybinds/control schemes
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function ExampleGameMode::onInitialControlSet(%this)
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{
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} |