mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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76 lines
2.7 KiB
C#
76 lines
2.7 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Global movement speed that affects all cameras. This should be moved
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// into the camera datablock.
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$Camera::movementSpeed = 40;
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function Observer::onTrigger(%this,%obj,%trigger,%state)
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{
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// state = 0 means that a trigger key was released
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if (%state == 0)
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return;
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// Default player triggers: 0=fire 1=altFire 2=jump
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%client = %obj.getControllingClient();
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switch$ (%obj.mode)
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{
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case "Observer":
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// Do something interesting.
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case "Corpse":
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// Fade out the corpse
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if (isObject(%obj.orbitObj))
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{
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cancelAll(%obj.orbitObj);
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%obj.orbitObj.schedule(0, "startFade", 1000, 0, true);
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%obj.orbitObj.schedule(1000, "delete");
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}
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// Viewing dead corpse, so we probably want to respawn.
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game.preparePlayer(%client);
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// Set the camera back into observer mode, since in
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// debug mode we like to switch to it.
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%this.setMode(%obj,"Observer");
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}
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}
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function Observer::setMode(%this,%obj,%mode,%arg1,%arg2,%arg3)
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{
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switch$ (%mode)
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{
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case "Observer":
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// Let the player fly around
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%obj.setFlyMode();
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case "Corpse":
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// Lock the camera down in orbit around the corpse,
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// which should be arg1
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%transform = %arg1.getTransform();
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%obj.setOrbitMode(%arg1, %transform, 0.5, 4.5, 4.5);
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%obj.orbitObj = %arg1;
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}
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%obj.mode = %mode;
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}
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