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rename core and tools modules and index files to match the directory
(ornery tool doesn't like case renames, so delete and readd)

AzaezelX há 4 anos atrás
pai
commit
2090d85aa3

+ 0 - 8
Templates/BaseGame/game/core/Core.module

@@ -1,8 +0,0 @@
-<ModuleDefinition
-	ModuleId="CoreModule"
-	VersionId="1"
-	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core"
-	CreateFunction="onCreate"
-	DestroyFunction="onDestroy"
-	Group="Core"/>

+ 0 - 86
Templates/BaseGame/game/core/Core.tscript

@@ -1,86 +0,0 @@
-
-function CoreModule::onCreate(%this)
-{
-   // ----------------------------------------------------------------------------
-   // Initialize core sub system functionality such as audio, the Canvas, PostFX,
-   // rendermanager, light managers, etc.
-   //
-   // Note that not all of these need to be initialized before the client, although
-   // the audio should and the canvas definitely needs to be.  I've put things here
-   // to distinguish between the purpose and functionality of the various client
-   // scripts.  Game specific script isn't needed until we reach the shell menus
-   // and start a game or connect to a server. We get the various subsystems ready
-   // to go, and then use initClient() to handle the rest of the startup sequence.
-   //
-   // If this is too convoluted we can reduce this complexity after futher testing
-   // to find exactly which subsystems should be readied before kicking things off. 
-   // ----------------------------------------------------------------------------
-   
-   new Settings(ProjectSettings) { file = "core/settings.xml"; };
-   ProjectSettings.read();
-   
-   ModuleDatabase.LoadExplicit( "Core_Rendering" );
-   ModuleDatabase.LoadExplicit( "Core_Utility" );
-   ModuleDatabase.LoadExplicit( "Core_GUI" );
-   ModuleDatabase.LoadExplicit( "Core_Lighting" );
-   ModuleDatabase.LoadExplicit( "Core_SFX" );
-   ModuleDatabase.LoadExplicit( "Core_PostFX" );
-   ModuleDatabase.LoadExplicit( "Core_GameObjects" );
-   
-   exec("data/defaults." @ $TorqueScriptFileExtension);
-   %prefPath = getPrefpath();
-   if ( isFile( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension ) )
-      exec( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension );
-      
-   // Seed the random number generator.
-   setRandomSeed();
-   
-   // Parse the command line arguments
-   echo("\n--------- Parsing Arguments ---------");
-   parseArgs();
-   
-   // The canvas needs to be initialized before any gui scripts are run since
-   // some of the controls assume that the canvas exists at load time.
-   createCanvas($appName);
-
-   //load canvas
-   //exec("./console/main." @ $TorqueScriptFileExtension);
-
-   ModuleDatabase.LoadExplicit( "Core_Console" );
-   
-   // Init the physics plugin.
-   physicsInit();
-
-   sfxStartup();
-
-   // Set up networking.
-   setNetPort(0);
-
-   // Start processing file change events.   
-   startFileChangeNotifications();
-   
-   // If we have editors, initialize them here as well
-   if (isToolBuild())
-   {
-      if(isFile("tools/main." @ $TorqueScriptFileExtension) && !$isDedicated)
-         exec("tools/main." @ $TorqueScriptFileExtension);
-   }
-   
-   //This is used to build the remap keybind sets for the different actionMaps.
-   $RemapCount = 0;
-}
-
-function CoreModule::onDestroy(%this)
-{
-
-}
-
-//-----------------------------------------------------------------------------
-// Called when the engine is shutting down.
-function onExit() 
-{
-   // Stop file change events.
-   stopFileChangeNotifications();
-   
-   ModuleDatabase.UnloadExplicit( "Game" );
-}

+ 0 - 14
Templates/BaseGame/game/tools/Tools.module

@@ -1,14 +0,0 @@
-<ModuleDefinition
-	ModuleId="ToolsModule"
-	VersionId="1"
-	Description="Module that implements the tools and editor suite."
-	ScriptFile="Tools"
-	CreateFunction="onCreate"
-	DestroyFunction="onDestroy"
-	Group="Tools">
-	<DeclaredAssets
-        canSave="true"
-        canSaveDynamicFields="true"
-        Extension="asset.taml"
-        Recurse="true" />
-</ModuleDefinition>

+ 0 - 26
Templates/BaseGame/game/tools/Tools.tscript

@@ -1,26 +0,0 @@
-
-function ToolsModule::onCreate(%this)
-{
-   // ----------------------------------------------------------------------------
-   // Initialize core sub system functionality such as audio, the Canvas, PostFX,
-   // rendermanager, light managers, etc.
-   //
-   // Note that not all of these need to be initialized before the client, although
-   // the audio should and the canvas definitely needs to be.  I've put things here
-   // to distinguish between the purpose and functionality of the various client
-   // scripts.  Game specific script isn't needed until we reach the shell menus
-   // and start a game or connect to a server. We get the various subsystems ready
-   // to go, and then use initClient() to handle the rest of the startup sequence.
-   //
-   // If this is too convoluted we can reduce this complexity after futher testing
-   // to find exactly which subsystems should be readied before kicking things off. 
-   // ----------------------------------------------------------------------------
-   
-   //ModuleDatabase.LoadExplicit( "MainEditor" );
-   //ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
-}
-
-function ToolsModule::onDestroy(%this)
-{
-
-}