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

163 lines
5 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 CheetahCar::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.setWheelTire(0,CheetahCarTire);
%obj.setWheelTire(1,CheetahCarTire);
%obj.setWheelTire(2,CheetahCarTireRear);
%obj.setWheelTire(3,CheetahCarTireRear);
// Setup the car with some tires & springs
for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--)
{
%obj.setWheelPowered(%i, true);
%obj.setWheelSpring(%i, CheetahCarSpring);
}
// Steer with the front tires
%obj.setWheelSteering(0, 1);
%obj.setWheelSteering(1, 1);
// Add tail lights
%obj.rightBrakeLight = new PointLight()
{
radius = "1";
isEnabled = "0";
color = "1 0 0.141176 1";
brightness = "2";
castShadows = "1";
priority = "1";
animate = "0";
animationPeriod = "1";
animationPhase = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "DualParaboloidSinglePass";
texSize = "512";
overDarkFactor = "2000 1000 500 100";
shadowDistance = "400";
shadowSoftness = "0.15";
numSplits = "1";
logWeight = "0.91";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
rotation = "1 0 0 0";
canSave = "1";
canSaveDynamicFields = "1";
splitFadeDistances = "10 20 30 40";
};
%obj.leftBrakeLight = new PointLight()
{
radius = "1";
isEnabled = "0";
color = "1 0 0.141176 1";
brightness = "2";
castShadows = "1";
priority = "1";
animate = "0";
animationPeriod = "1";
animationPhase = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "DualParaboloidSinglePass";
texSize = "512";
overDarkFactor = "2000 1000 500 100";
shadowDistance = "400";
shadowSoftness = "0.15";
numSplits = "1";
logWeight = "0.91";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
rotation = "1 0 0 0";
canSave = "1";
canSaveDynamicFields = "1";
splitFadeDistances = "10 20 30 40";
};
// Mount a ShapeBaseImageData
%didMount = %obj.mountImage(TurretImage, %this.turretSlot);
// Mount the brake lights
%obj.mountObject(%obj.rightBrakeLight, %this.rightBrakeSlot);
%obj.mountObject(%obj.leftBrakeLight, %this.leftBrakeSlot);
}
function CheetahCar::onRemove(%this, %obj)
{
Parent::onRemove(%this, %obj);
if(isObject(%obj.rightBrakeLight))
%obj.rightBrakeLight.delete();
if(isObject(%obj.leftBrakeLight))
%obj.leftBrakeLight.delete();
if(isObject(%obj.turret))
%obj.turret.delete();
}
function serverCmdtoggleBrakeLights(%client)
{
%car = %client.player.getControlObject();
if (%car.getClassName() $= "WheeledVehicle")
{
if(%car.rightBrakeLight.isEnabled)
{
%car.rightBrakeLight.setLightEnabled(0);
%car.leftBrakeLight.setLightEnabled(0);
}
else
{
%car.rightBrakeLight.setLightEnabled(1);
%car.leftBrakeLight.setLightEnabled(1);
}
}
}
// Callback invoked when an input move trigger state changes when the CheetahCar
// is the control object
function CheetahCar::onTrigger(%this, %obj, %index, %state)
{
// Pass trigger states on to TurretImage (to fire weapon)
switch ( %index )
{
case 0: %obj.setImageTrigger( %this.turretSlot, %state );
case 1: %obj.setImageAltTrigger( %this.turretSlot, %state );
}
}
function TurretImage::onMount(%this, %obj, %slot)
{
// Load the gun
%obj.setImageAmmo(%slot, true);
}