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- rollout CollisionsRollOut "Collisions" rolledUp:true (
- local _name
- local _RollOut
-
- ---------------------------------------------------------------
- -- init GUI
- ---------------------------------------------------------------
- include "$scripts\\pteroTools\\_propGroupUI.ms"
- checkbox cbxWPObst "Way Points Obstacle" align:#left
- dropdownlist drpDefMat "Default Material:" width:144 height:20 align:#center
- dropdownlist drpColShp "Shape for Player/AI:" width:144 height:10 align:#center
- dropdownlist drpMslShp "Shape for Missiles:" width:144 height:7 align:#center
-
- ---------------------------------------------------------------
- -- Init RollOut
- ---------------------------------------------------------------
- fn fnKeyNames = #( "Phy_WPObstacle", "Phy_defmat", "Phy_colshp", "Phy_misshp" )
- fn fnKeyUI = #( #( cbxWPObst ), #( drpDefMat ), #( drpColShp ), #( drpMslShp ) )
- fn fnKeyDef = #( #( 0 ), #( "- " ), #( -1 ), #( -1 ) )
- fn fnName = "Collisions"
- fn fnRollOut = CollisionsRollOut
- fn fnInitRollOut = (
- local _name = fnName()
- local _RollOut = fnRollOut()
- fnAppendRollOut _RollOut _name
- )
-
- ---------------------------------------------------------------
- -- fnApply()
- ---------------------------------------------------------------
- fn fnApply obj keyIDX read write del acq acqObj def sav = (
- local keyNames = fnKeyNames()
- local keyUI = fnKeyUI()
- local keyDef = fnKeyDef()
- local keyArray = #()
-
- fn fnFindMat val keyUI:keyUI keyIDX:keyIDX = ---- FN FIND MATERIAL
- for n = 1 to (keyUI[keyIDX][1].items).count do
- if (subString keyUI[keyIDX][1].items[n] 1 2) == val do return n
-
- if sav do ---- SAVE DEFAULT
- try (
- if keyIDX == 1 do keyDef[keyIDX][1] = if keyUI[keyIDX][1].checked then 1 else 0
- if keyIDX == 2 do keyDef[keyIDX][1] = substring keyUI[keyIDX][1].selected 1 2
- if keyIDX >= 3 do keyDef[keyIDX][1] = keyUI[keyIDX][1].selection - 2
- fnSetDefs ( keyNames[keyIDX] as string ) ( keyDef[keyIDX] as string )
- return true
- ) catch ( print ( "Error: " + _name + ".fnApply() - save" ); return false )
-
- if del do fnDeleteProp obj keyNames[keyIDX] ---- DELETE
-
- keyArray = if acq then fnReadProp acqObj keyNames[keyIDX] else fnReadProp obj keyNames[keyIDX] ---- ACQUIRE
-
- if read or del or def or acq do ( ---- READ
- if ( keyArray[_firstValue] == "" ) or ( keyArray[_firstValue] as string == "undefined" ) or def then
- try (
- if def then keyDef[keyIDX] = fnGetDefs keyNames[keyIDX]
- if keyIDX == 1 do keyUI[keyIDX][1].checked = if keyDef[keyIDX][1] == 1 then true else false
- if keyIDX == 2 do keyUI[keyIDX][1].selection = fnFindMat keyDef[keyIDX][1]
- if keyIDX >= 3 do keyUI[keyIDX][1].selection = keyDef[keyIDX][1] + 2
- ) catch ( print ( "Error: " + _name + ".fnApply() - read - default" ); return false )
- else
- try (
- if keyIDX == 1 do keyUI[keyIDX][1].checked = if keyArray[_firstValue] == "1" then true else false
- if keyIDX == 2 do keyUI[keyIDX][1].selection = fnFindMat keyArray[_firstValue]
- if keyIDX >= 3 do keyUI[keyIDX][1].selection = keyArray[_firstValue] as integer + 2
- ) catch ( print ( "Error: " + _name + ".fnApply() - read - properties" ); return false )
-
- if read or del do return true
- )
-
- if write do ---- WRITE
- try (
- keyArray[_keyName] = keyNames[keyIDX]
- if keyIDX == 1 do if keyUI[keyIDX][1].checked == false then del = true else keyArray[_firstValue] = "1"
- if keyIDX == 2 do if keyUI[keyIDX][1].selection == 1 then del = true else keyArray[_firstValue] = substring keyUI[keyIDX][1].selected 1 2
- if keyIDX >= 3 do if keyUI[keyIDX][1].selection == 1 then del = true else keyArray[_firstValue] = ( keyUI[keyIDX][1].selection - 2 ) as string
-
- if del then fnDeleteProp obj keyNames[keyIDX] else fnWriteprop obj keyArray
- return true
- ) catch ( print ( "Error: " + _name + ".fnApply() - write" ); return false )
- )
-
- ---------------------------------------------------------------
- -- fnUpdate()
- ---------------------------------------------------------------
- fn fnUpdate keyIDX:1 read:false write:false del:false acq:false acqObj:undefined def:false sav:false = (
- if not write do write = btnAuto.checked
- for obj in selection do fnApply obj keyIDX read write del acq acqObj def sav
- )
-
- ---------------------------------------------------------------
- -- Event Handler
- ---------------------------------------------------------------
- on cbxWPobst changed state do ( fnUpdate keyIDX:1; fnGetPropsToShow(); fnPrintLabel() )
- on drpDefMat selected item do ( fnUpdate keyIDX:2; fnGetPropsToShow(); fnPrintLabel() )
- on drpColShp selected item do ( fnUpdate keyIDX:3; fnGetPropsToShow(); fnPrintLabel() )
- on drpMslShp selected item do ( fnUpdate keyIDX:4; fnGetPropsToShow(); fnPrintLabel() )
- on btnSet pressed do ( for n = 1 to (fnKeyNames()).count do fnUpdate keyIDX:n write:true; fnGetPropsToShow(); fnPrintLabel() )
- on btnDef pressed do ( for n = 1 to (fnKeyNames()).count do fnUpdate keyIDX:n def:true; fnGetPropsToShow(); fnPrintLabel() )
- on btnSav pressed do ( for n = 1 to (fnKeyNames()).count do fnUpdate keyIDX:n sav:true; fnGetPropsToShow(); fnPrintLabel() )
- on btnDel pressed do ( for n = 1 to (fnKeyNames()).count do fnUpdate keyIDX:n del:true; fnGetPropsToShow(); fnPrintLabel() )
- on btnAcq changed state do ( fnAcquire _RollOut keys:((fnKeyNames()).count); fnGetPropsToShow(); fnPrintLabel() )
- on CollisionsRollOut open do (
- _RollOut = fnRollOut()
- _name = fnName()
- drpDefMat.items = fnLoadMats()
- drpColShp.items = #("- None -", "Linked", "Bounding Box", "Render Faces", "Bounding Sphere", "Crazy Bounding Sphere", "Point", "Crazy point")
- drpMslShp.items = #("- None -", "Linked", "Bounding Box", "Render Faces", "Bounding Sphere")
- fnOpenRollOut _RollOut keys:((fnKeyNames()).count)
- )
- on CollisionsRollOut close do fnCloseRollOut _RollOut
- )
-