Torque3D/Templates/Full/game/scripts/server/gameObjects/GameObjectManager.cs

123 lines
3.9 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.
//-----------------------------------------------------------------------------
function execGameObjects()
{
//find all GameObjectAssets
%assetQuery = new AssetQuery();
if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
return; //if we didn't find ANY, just exit
%count = %assetQuery.getCount();
for(%i=0; %i < %count; %i++)
{
%assetId = %assetQuery.getAsset(%i);
%gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
if(isFile(%gameObjectAsset.scriptFilePath))
exec(%gameObjectAsset.scriptFilePath);
}
}
function findGameObject(%name)
{
//find all GameObjectAssets
%assetQuery = new AssetQuery();
if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
return 0; //if we didn't find ANY, just exit
%count = %assetQuery.getCount();
for(%i=0; %i < %count; %i++)
{
%assetId = %assetQuery.getAsset(%i);
%gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
if(%gameObjectAsset.gameObjectName $= %name)
{
if(isFile(%gameObjectAsset.TAMLFilePath))
{
return %gameObjectAsset;
}
}
}
return 0;
}
function spawnGameObject(%name, %addToMissionGroup)
{
if(%addToMissionGroup $= "")
%addToMissionGroup = true;
%gameObjectAsset = findGameObject(%name);
if(isObject(%gameObjectAsset))
{
%newSGOObject = TamlRead(%gameObjectAsset.TAMLFilePath);
if(%addToMissionGroup == true) //save instance when saving level
MissionGroup.add(%newSGOObject);
else // clear instance on level exit
MissionCleanup.add(%newSGOObject);
return %newSGOObject;
}
return 0;
}
function saveGameObject(%name, %tamlPath, %scriptPath)
{
%gameObjectAsset = findGameObject(%name);
//find if it already exists. If it does, we'll update it, if it does not, we'll make a new asset
if(isObject(%gameObjectAsset))
{
%assetID = %gameObjectAsset.getAssetId();
%gameObjectAsset.TAMLFilePath = %tamlPath;
%gameObjectAsset.scriptFilePath = %scriptPath;
TAMLWrite(%gameObjectAsset, AssetDatabase.getAssetFilePath(%assetID));
AssetDatabase.refreshAsset(%assetID);
}
else
{
//Doesn't exist, so make a new one
%gameObjectAsset = new GameObjectAsset()
{
assetName = %name @ "Asset";
gameObjectName = %name;
TAMLFilePath = %tamlPath;
scriptFilePath = %scriptPath;
};
//Save it alongside the taml file
%path = filePath(%tamlPath);
TAMLWrite(%gameObjectAsset, %path @ "/" @ %name @ ".asset.taml");
AssetDatabase.refreshAllAssets(true);
}
}