Torque3D/Templates/BaseGame/game/tools/assetBrowser/scripts/addModuleWindow.cs
Areloch 1228fbcb78 Implemented initial pass at proper client/server separation handling for module initialization
Added GameModeName to Scene
Added function to get number of active scenes
Added logic to level/client loading to enact gameplay mode logic driven by either Scene's GameModeName or project setting's default game mode
Added template module.cs file for module creation and adjusted new module logic in AssetBrowser to create off template
Updated FPSGameplay code to have deathmatchGame mode work with new GameMode logic
Updated EmptyLevel scene to define deathMatchGame as gamemode
Updated FPSGameplay module script to properly client/server initialize
2019-08-04 23:21:28 -05:00

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4.5 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 AssetBrowser_addModuleWindow::onGainFirstResponder(%this)
{
%this-->moduleName.setFirstResponder();
}
function AssetBrowser_addModuleWindow::close()
{
Canvas.popDialog(AssetBrowser_addModule);
eval(AssetBrowser_addModuleWindow.callbackFunction);
}
function AssetBrowser_addModuleWindow::CreateNewModule(%this)
{
%newModuleName = %this-->moduleName.getText();
if(%newModuleName $= "")
return;
echo("Creating a new Module named: " @ %newModuleName);
%moduleFilePath = "data/" @ %newModuleName;
%moduleDefinitionFilePath = %moduleFilePath @ "/" @ %newModuleName @ ".module";
%moduleScriptFilePath = %moduleFilePath @ "/" @ %newModuleName @ ".cs";
%newModule = new ModuleDefinition()
{
ModuleId = %newModuleName;
versionId = 1;
ScriptFile = %newModuleName @ ".cs";
CreateFunction="onCreate";
DestroyFunction="onDestroy";
Group = "Game";
new DeclaredAssets()
{
Extension = "asset.taml";
Recurse = true;
};
//Autoload the usual suspects
new AutoloadAssets()
{
AssetType = "ComponentAsset";
Recurse = true;
};
new AutoloadAssets()
{
AssetType = "GUIAsset";
Recurse = true;
};
};
TAMLWrite(%newModule, %moduleDefinitionFilePath);
//Now generate the script file for it
%file = new FileObject();
%templateFile = new FileObject();
%moduleTemplateCodeFilePath = AssetBrowser.templateFilesPath @ "module.cs.template";
if(%file.openForWrite(%moduleScriptFilePath) && %templateFile.openForRead(%moduleTemplateCodeFilePath))
{
while( !%templateFile.isEOF() )
{
%line = %templateFile.readline();
%line = strreplace( %line, "@@", %newModuleName );
%file.writeline(%line);
echo(%line);
}
%file.close();
%templateFile.close();
}
else
{
%file.close();
%templateFile.close();
warnf("CreateNewModule - Something went wrong and we couldn't write the script file!");
}
if(%file.openForWrite(%moduleScriptFilePath))
{
%file.writeline("function " @ %newModuleName @ "::onCreate(%this)\n{\n\n}\n");
%file.writeline("function " @ %newModuleName @ "::onDestroy(%this)\n{\n\n}\n");
//todo, pre-write any event functions of interest
%file.close();
}
//force a refresh of our modules list
ModuleDatabase.ignoreLoadedGroups(true);
ModuleDatabase.scanModules();
%success = ModuleDatabase.loadExplicit(%newModuleName, 1);
ModuleDatabase.ignoreLoadedGroups(false);
//force a reload of the Module lists
NewAssetModuleList.refresh();
GameObjectModuleList.refresh();
ImportAssetModuleList.refresh();
AssetBrowser.newModuleId = %newModuleName;
Canvas.popDialog(AssetBrowser_addModule);
eval(AssetBrowser_addModuleWindow.callbackFunction);
}
function AssetBrowserModuleList::onWake(%this)
{
%this.refresh();
}
function AssetBrowserModuleList::refresh(%this)
{
%this.clear();
//First, get our list of modules
%moduleList = ModuleDatabase.findModules();
%count = getWordCount(%moduleList);
for(%i=0; %i < %count; %i++)
{
%moduleName = getWord(%moduleList, %i);
%this.add(%moduleName.ModuleId, %i);
}
}