TGE的一些函数索引(一直会添加的)

Client side

inti.cs

l        loadMaterials()  // Load any materials files for which we only have DSOs

l        function reloadMaterials()

l        function initClient()

-         initBaseClient();

-         configureCanvas(); // use prefs to configure canvas/window

-         load up all kinds of GUIs

-         exec("./default.bind.cs"); // Default player key bindings

-         function loadMainMenu()

      -if(%file !$= "")

      {

         createServer( "SinglePlayer", %file );

 

         %conn = new GameConnection(ServerConnection);

         RootGroup.add(ServerConnection);

         %conn.setConnectArgs($pref::Player::Name);

         %conn.setJoinPassword($Client::Password);

         %conn.connectLocal();

      } // Create server, file refers to level file.

l        default.bind.cs

//key binding stuffs on player control object

eg.

-function getMouseAdjustAmount(%val)

{

     // based on a default camera FOV of 90'

return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity;

}

-function yaw(%val)

{

   %yawAdj = getMouseAdjustAmount(%val);

       if(ServerConnection.isControlObjectRotDampedCamera())

       {

           // Clamp and scale

           %yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);

           %yawAdj *= 0.5;

       }

 

   $mvYaw += %yawAdj;

}

 

- moveMap.bind( mouse, xaxis, yaw );

- function toggleFirstPerson(%val)

{

     if (%val)

     {

             ServerConnection.setFirstPerson(!ServerConnection.isFirstPerson());

     }

}

 

function toggleCamera(%val)

{

     if (%val)

         commandToServer('ToggleCamera');

}

 

client.cs

l        function SAD(%password)

l        function SADSetPassword(%password)

l        function clientCmdSyncClock(%time)

l        function clientCmdSetNumericalHealthHUD(%curHealth)

l        function clientCmdSetAmmoAmountHud(%amount)

l        function clientCmdRefreshWeaponHUD(%amount, %preview, %ret)

l        function clientCmdsetZoom(%reticle)

l        function clientCmdUnSetZoom(%reticle)

 

missionDownload.cs

// Mission Loading & Mission Info

// The mission loading server handshaking is handled by the

// core/scripts/client/missingLoading.cs.  This portion handles the interface

// with the game GUI.

// Loading Phases:

// Phase 1: Download Datablocks

// Phase 2: Download Ghost Objects

// Phase 3: Scene Lighting

l        function onMissionDownloadPhase1(%missionName, %musicTrack)

l        function onPhase1Progress(%progress)

l        function onMissionDownloadPhase2()

l        function onPhase2Progress(%progress)

l        function onFileChunkReceived(%fileName, %ofs, %size)

l        function onMissionDownloadPhase3()

l        function onPhase3Progress(%progress)

l        function onPhase3Complete()

l        function onMissionDownloadComplete()

l        function handleLoadInfoMessage( %msgType, %msgString, %mapName )

l        function handleLoadDescriptionMessage( %msgType, %msgString, %line )

l        function handleLoadInfoDoneMessage( %msgType, %msgString )

------------------------------------------------------------------------------

// Before downloading a mission, the server transmits the mission

// information through these messages.

//------------------------------------------------------------------------------

 

addMessageCallback( 'MsgLoadInfo', handleLoadInfoMessage );

addMessageCallback( 'MsgLoadDescripition', handleLoadDescriptionMessage );

addMessageCallback( 'MsgLoadInfoDone', handleLoadInfoDoneMessage );

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