Torque3D/Templates/BaseGame/game/data/ExampleModule/scripts/ExampleGamemodeScript.cs
Areloch 9db95f4fb2 Implemented proper ScriptAsset execution on load
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
2019-09-13 00:27:48 -05:00

156 lines
5.7 KiB
C#

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