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UnrealEngine2Runtime
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UE2Runtime-22262001_Demo.exe
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Commandlet.uc
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Text File
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2003-08-27
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3KB
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88 lines
//=============================================================================
/// UnrealScript Commandlet (command-line applet) class.
///
/// Commandlets are executed from the ucc.exe command line utility, using the
/// following syntax:
///
/// UCC.exe package_name.commandlet_class_name [parm=value]...
///
/// for example:
///
/// UCC.exe Core.HelloWorldCommandlet
/// UCC.exe Editor.MakeCommandlet
///
/// In addition, if you list your commandlet in the public section of your
/// package's .int file (see Engine.int for example), then your commandlet
/// can be executed without requiring a fully qualified name, for example:
///
/// UCC.exe MakeCommandlet
///
/// As a convenience, if a user tries to run a commandlet and the exact
/// name he types isn't found, then ucc.exe appends the text "commandlet"
/// onto the name and tries again. Therefore, the following shortcuts
/// perform identically to the above:
///
/// UCC.exe Core.HelloWorld
/// UCC.exe Editor.Make
/// UCC.exe Make
///
/// It is also perfectly valid to call the Main method of a
/// commandlet class directly, for example from within the body
/// of another commandlet.
///
/// Commandlets are executed in a "raw" UnrealScript environment, in which
/// the game isn't loaded, the client code isn't loaded, no levels are
/// loaded, and no actors exist.
//=============================================================================
class Commandlet
extends Object
abstract
transient
noexport
native;
/// Command name to show for "ucc help".
var localized string HelpCmd;
/// Command description to show for "ucc help".
var localized string HelpOneLiner;
/// Usage template to show for "ucc help".
var localized string HelpUsage;
/// Hyperlink for more info.
var localized string HelpWebLink;
/// Parameters and descriptions for "ucc help <this command>".
var localized string HelpParm[16];
var localized string HelpDesc[16];
/// Whether to redirect log output to console stdout.
var bool LogToStdout;
/// Whether to load objects required in server, client, and editor context.
var bool IsServer, IsClient, IsEditor;
/// Whether to load objects immediately, or only on demand.
var bool LazyLoad;
/// Whether to show standard error and warning count on exit.
var bool ShowErrorCount;
/// Whether to show Unreal banner on startup.
var bool ShowBanner;
/// Entry point.
native event int Main( string Parms );
defaultproperties
{
LogToStdout=true
IsServer=true
IsClient=true
IsEditor=true
LazyLoad=true
ShowErrorCount=false
ShowBanner=true
}