Torque3D/Templates/BaseGame/game/data/ui/UI.cs
Areloch ef4cc8b573 Updated names of some of the input images to match the names of the inputs to simplify lookups
Altered a few of the input images to improve readability of some of the text
Standardizes the menuInputButton set usage to just use the raw action names rather than a middleman naming scheme for simplicity and standardization
Added comments to menuInputButtons.cs
Split out the menuInputButton containers to simplify and stabilize the code on the messageBox dialog
Removed old reference to script/gui files not there anymore
Simplified the input state check in guiGameListMenuCtrl.cpp
Added a check so we don't try exec'ing the selected list item in guiGameListMenuCtrl.cpp if nothing has actually be selected
2020-07-23 16:26:38 -05:00

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C#

// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
// First, a client will always create a server in the event that they want to host a single player
// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
// in the networking short-circuited to sidestep around lag and packet transmission times.
// initServer() is called, loading the default server scripts.
// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
// to prep a playable client session.
// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
// connected to it via createAndConnectToLocalServer().
function UI::onCreate( %this )
{
}
function UI::onDestroy( %this )
{
}
function UI::initServer(%this){}
function UI::onCreateGameServer(%this){}
function UI::onDestroyGameServer(%this){}
function UI::initClient(%this)
{
//Load UI stuff
//we need to load this because some of the menu profiles use the sounds here
//exec("./datablocks/guiSounds.cs");
//Profiles
exec("./scripts/profiles.cs");
//Now gui files
exec("./scripts/menuInputButtons.cs");
exec("./guis/mainMenu.cs");
exec("./guis/mainMenu.gui");
exec("./guis/chooseLevelDlg.cs");
exec("./guis/chooseLevelDlg.gui");
exec("./guis/joinServerMenu.cs");
exec("./guis/joinServerMenu.gui");
exec("./guis/loadingGui.gui");
exec("./guis/optionsMenu.cs");
exec("./guis/optionsMenu.gui");
exec("./guis/pauseMenu.cs");
exec("./guis/pauseMenu.gui");
exec("./guis/remapDlg.gui");
exec("./guis/remapConfirmDlg.gui");
exec("./guis/profiler.cs");
exec("./guis/profiler.gui");
exec("./guis/netGraphGui.gui");
exec("./guis/RecordingsDlg.gui");
exec("./guis/guiMusicPlayer.cs");
exec("./guis/guiMusicPlayer.gui");
exec("./guis/startupGui.cs");
exec("./guis/startupGui.gui");
// Load Editor Dialogs
exec("./guis/messageBoxDlg.gui");
//Load scripts
exec("./scripts/controlsMenu.cs");
exec("./scripts/messageBoxes.cs");
exec("./scripts/help.cs");
exec("./scripts/cursors.cs");
exec("./scripts/utility.cs");
loadStartup();
}
function UI::onCreateClientConnection(%this){}
function UI::onDestroyClientConnection(%this){}