mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-15 12:43:50 +00:00
Implemented script dependency handling Added test-case of script dependency handling in ExampleModule Cleanup of redundant getSceneCount calls Properly get scene count in callGamemodeFunction Remove unneeded TODO comment in shaders Converted onMissionEnded gamemode func call to use callGameModeFunction function Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that Correct import settings typoe so image suffixes are read correctly Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing Added handling for reading in PBR maps and creating a composite image + asset Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor Added ability to create new Cubemap asset in Asset Browser
95 lines
No EOL
2.6 KiB
C#
95 lines
No EOL
2.6 KiB
C#
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// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
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// First, a client will always create a server in the event that they want to host a single player
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// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
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// in the networking short-circuited to sidestep around lag and packet transmission times.
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// initServer() is called, loading the default server scripts.
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// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
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// to prep a playable client session.
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// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
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// connected to it via createAndConnectToLocalServer().
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function UI::onCreate( %this )
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{
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%bool = true;
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}
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function UI::onDestroy( %this )
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{
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}
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function UI::initServer(%this){}
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function UI::onCreateGameServer(%this){}
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function UI::onDestroyGameServer(%this){}
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function UI::initClient(%this)
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{
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//Load UI stuff
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//we need to load this because some of the menu profiles use the sounds here
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//exec("./datablocks/guiSounds.cs");
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//Profiles
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exec("./scripts/profiles.cs");
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//Now gui files
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exec("./guis/mainMenu.gui");
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exec("./guis/mainMenu.cs");
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exec("./guis/chooseLevelDlg.gui");
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exec("./guis/chooseLevelDlg.cs");
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exec("./guis/joinServerMenu.gui");
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exec("./guis/joinServerMenu.cs");
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exec("./guis/loadingGui.gui");
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exec("./guis/optionsMenu.gui");
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exec("./guis/optionsMenu.cs");
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exec("./guis/pauseMenu.gui");
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exec("./guis/pauseMenu.cs");
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exec("./guis/remapDlg.gui");
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exec("./guis/remapConfirmDlg.gui");
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exec("./guis/profiler.gui");
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exec("./guis/profiler.cs");
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exec("./guis/netGraphGui.gui");
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exec("./guis/RecordingsDlg.gui");
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//exec("./guis/FileDialog.gui");
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//exec("./guis/FileDialog.cs");
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exec("./guis/guiMusicPlayer.gui");
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exec("./guis/guiMusicPlayer.cs");
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exec("./guis/startupGui.gui");
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exec("./guis/startupGui.cs");
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//Load scripts
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exec("./scripts/optionsList.cs");
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exec("./scripts/displayMenu.cs");
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exec("./scripts/graphicsMenu.cs");
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exec("./scripts/controlsMenu.cs");
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exec("./scripts/audioMenu.cs");
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exec("./scripts/messageBoxes.cs");
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exec("./scripts/help.cs");
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exec("./scripts/cursors.cs");
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exec("./guis/menuGraphics.gui");
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exec("./guis/menuGraphics.cs");
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//exec("./scripts/GuiTreeViewCtrl.cs");
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loadStartup();
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}
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function UI::onCreateClientConnection(%this){}
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function UI::onDestroyClientConnection(%this){} |