Torque3D/Templates/Full/game/scripts/server/camera.cs
2012-09-19 11:54:25 -04:00

76 lines
2.7 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.
//-----------------------------------------------------------------------------
// Global movement speed that affects all cameras. This should be moved
// into the camera datablock.
$Camera::movementSpeed = 40;
function Observer::onTrigger(%this,%obj,%trigger,%state)
{
// state = 0 means that a trigger key was released
if (%state == 0)
return;
// Default player triggers: 0=fire 1=altFire 2=jump
%client = %obj.getControllingClient();
switch$ (%obj.mode)
{
case "Observer":
// Do something interesting.
case "Corpse":
// Fade out the corpse
if (isObject(%obj.orbitObj))
{
cancelAll(%obj.orbitObj);
%obj.orbitObj.schedule(0, "startFade", 1000, 0, true);
%obj.orbitObj.schedule(1000, "delete");
}
// Viewing dead corpse, so we probably want to respawn.
game.preparePlayer(%client);
// Set the camera back into observer mode, since in
// debug mode we like to switch to it.
%this.setMode(%obj,"Observer");
}
}
function Observer::setMode(%this,%obj,%mode,%arg1,%arg2,%arg3)
{
switch$ (%mode)
{
case "Observer":
// Let the player fly around
%obj.setFlyMode();
case "Corpse":
// Lock the camera down in orbit around the corpse,
// which should be arg1
%transform = %arg1.getTransform();
%obj.setOrbitMode(%arg1, %transform, 0.5, 4.5, 4.5);
%obj.orbitObj = %arg1;
}
%obj.mode = %mode;
}