public static void updateEditorLightingProgress() { GuiProgressBitmapCtrl RelightProgress = "RelightProgress"; RelightProgress.setValue(omni.sGlobal["$SceneLighting::lightingProgress"]); if (omni.bGlobal["$lightingMission"]) { omni.iGlobal["$lightingProgressThread"] = omni.Util._schedule("1", "0", "updateEditorLightingProgress"); } }
public static void onMissionDownloadProgress(float progress) { if (!Global.isObject("LoadingProgress")) { return; } GuiProgressBitmapCtrl LoadingProgress = Sim.FindObject <GuiProgressBitmapCtrl>("LoadingProgress"); LoadingProgress.setValue(progress.ToString()); Canvas.GameCanvas.repaint(33); }
public static void onMissionDownloadPhase(string phase) { if (!Global.isObject("LoadingProgress")) { return; } GuiProgressBitmapCtrl LoadingProgress = Sim.FindObject <GuiProgressBitmapCtrl>("LoadingProgress"); GuiTextCtrl LoadingProgressTxt = Sim.FindObject <GuiTextCtrl>("LoadingProgressTxt"); LoadingProgress.setValue("0"); LoadingProgressTxt.setValue(phase); Canvas.GameCanvas.repaint(); }
public void lightScene(string callback, bool forceAlways) { GuiControl RelightStatus = "RelightStatus"; GuiProgressBitmapCtrl RelightProgress = "RelightProgress"; GuiCanvas Canvas = "Canvas"; if (bGlobal["$lightingMission"]) { return; } bGlobal["$lightingMission"] = true; sGlobal["$RelightCallback"] = callback; RelightStatus.visible = true; RelightProgress.setValue("0"); Canvas.repaint(0); omni.Util.lightScene("EditorLightingComplete", forceAlways.AsString()); updateEditorLightingProgress(); }
public static void onPhaseComplete(string text = null) { if (!Global.isObject("LoadingProgress")) { return; } GuiTextCtrl LoadingProgressTxt = Sim.FindObject <GuiTextCtrl>("LoadingProgressTxt"); if (!string.IsNullOrEmpty(text)) { LoadingProgressTxt.setValue(text); } GuiProgressBitmapCtrl LoadingProgress = Sim.FindObject <GuiProgressBitmapCtrl>("LoadingProgress"); LoadingProgress.setValue("1"); Canvas.GameCanvas.repaint(); }
public static void JoinGame(uint serverIndex) { GuiProgressBitmapCtrl LoadingProgress = Sim.FindObject <GuiProgressBitmapCtrl>("LoadingProgress"); GuiTextCtrl LoadingProgressTxt = Sim.FindObject <GuiTextCtrl>("LoadingProgressTxt"); // The server info index is stored in the row along with the // rest of displayed info. if (Global.setServerInfo(serverIndex)) { Core.Canvas.GameCanvas.setContent("LoadingGui"); LoadingProgress.setValue("1"); LoadingProgressTxt.setValue("WAITING FOR SERVER"); Core.Canvas.GameCanvas.repaint(); GameConnection ServerConnection = new GameConnection("ServerConnection", true); ServerConnection.setConnectArgs(Globals.GetString("pref::Player::Name")); ServerConnection.setJoinPassword(Globals.GetString("Client::Password")); ServerConnection.connect(Globals.GetString("ServerInfo::Address")); } }
public static void StartGame(string mission = null, string hostingType = null) { if (string.IsNullOrEmpty(mission)) { GuiTextListCtrl CL_levelList = Sim.FindObject <GuiTextListCtrl>("CL_levelList"); int id = CL_levelList.getSelectedId(); mission = Global.getField(CL_levelList.getRowTextById(id), 1); // Alternatively: //error("Cannot start a level with no level selected!"); } string serverType = hostingType; if (string.IsNullOrEmpty(hostingType)) { if (Globals.GetBool("pref::HostMultiPlayer")) { serverType = "MultiPlayer"; } else { serverType = "SinglePlayer"; } } // Show the loading screen immediately. if (Global.isObject("LoadingGui")) { Core.Canvas.GameCanvas.setContent("LoadingGui"); GuiProgressBitmapCtrl LoadingProgress = Sim.FindObject <GuiProgressBitmapCtrl>("LoadingProgress"); GuiTextCtrl LoadingProgressTxt = Sim.FindObject <GuiTextCtrl>("LoadingProgressTxt"); LoadingProgress.setValue("1"); LoadingProgressTxt.setValue("LOADING MISSION FILE"); Core.Canvas.GameCanvas.repaint(); } Server.Server.createAndConnectToLocalServer(serverType, mission); }