function Prototyping::onCreate(%this) { } function Prototyping::onDestroy(%this) { } //This is called when the server is initially set up by the game application function Prototyping::initServer(%this) { } //This is called when the server is created for an actual game/map to be played function Prototyping::onCreateGameServer(%this) { //These are common managed data files. For any datablock-based stuff that gets generated by the editors //(that doesn't have a specific associated file, like data for a player class) will go into these. //So we'll register them now if they exist. if(isFile("./scripts/managedData/managedDatablocks." @ $TorqueScriptFileExtension)) %this.registerDatablock("./scripts/managedData/managedDatablocks"); if(isFile("./scripts/managedData/managedForestItemData." @ $TorqueScriptFileExtension)) %this.registerDatablock("./scripts/managedData/managedForestItemData"); if(isFile("./scripts/managedData/managedForestBrushData." @ $TorqueScriptFileExtension)) %this.registerDatablock("./scripts/managedData/managedForestBrushData"); if(isFile("./scripts/managedData/managedParticleEmitterData." @ $TorqueScriptFileExtension)) %this.registerDatablock("./scripts/managedData/managedParticleEmitterData"); if(isFile("./scripts/managedData/managedParticleData." @ $TorqueScriptFileExtension)) %this.registerDatablock("./scripts/managedData/managedParticleData"); } //This is called when the server is shut down due to the game/map being exited function Prototyping::onDestroyGameServer(%this) { } //This is called when the client is initially set up by the game application function Prototyping::initClient(%this) { } //This is called when a client connects to a server function Prototyping::onCreateClientConnection(%this) { if (!isObject(screen_Canvas)) { new GuiOffscreenCanvas(screen_Canvas) { targetName = "screen_Canvas"; targetSize = "1280 720"; dynamicTarget = false; canInteract = true; maxInteractDistance = "3"; }; } if(isObject(OptionsMenu)) { screen_Canvas.setContent(OptionsMenu); } } //This is called when a client disconnects from a server function Prototyping::onDestroyClientConnection(%this) { }