Difference between revisions of "Editor Camera"
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* [[Editor_Camera_Script_External_Code|These functions are unique to the editor camera script]] | * [[Editor_Camera_Script_External_Code|These functions are unique to the editor camera script]] | ||
* [[Common_Script_External_Code|These functions are shared with other script types]] - '''Beware, some of this code is only available to other script types! Read the docs carefully!''' | * [[Common_Script_External_Code|These functions are shared with other script types]] - '''Beware, some of this code is only available to other script types! Read the docs carefully!''' | ||
− | * [[Level_Script_External_Code|These functions are unique to level scripts and cannot be called from the editor camera script]] - Useful so you can | + | * [[Level_Script_External_Code|These functions are unique to level scripts and cannot be called from the editor camera script]] - Useful so you can see the '''code that does not work in this script'''. |
== Camera instances in other scripts == | == Camera instances in other scripts == |
Revision as of 04:33, 19 November 2017
Contents
Overview
Note: This documentation mostly applies to the editor camera script. You can access cameras from other scripts (level scripts, hotspots, character scripts), and may not need to change the editor camera script in order to get the functionality you're looking for!
Cameras let you control where the player's view is positioned, what it is pointing at, DOF, etc. Exactly how you'd expect.
The editor camera controller lets you access editor-specific state, so you can set the active camera properties to match. It also lets you respond to special editor-only events like selections, translations, etc, and appropriately freeze camera controls.
TODO: Multiple cameras - are those even a thing? How does it work for split-screen?
Documentation
Callable functions and data available inside camera scripts
The editor camera script gets an instances of the camera itself (a variable defined as Camera@ camera
), so it can affect the active camera.
It also gets an instance of the editor camera controller object (a variable defined as CameraObject@ co
), so it can access special camera controller object properties that are applied by the editor.
A list of functions, data, etc, is created automatically whenever you run the game, in a file on your hard drive. This lists some of the external code you get "for free" and can call from inside the editor camera script. (Some of this code in this list is not usable from an editor camera script - see the links below for more info).
- Windows:
My Documents\Wolfire\Overgrowth\aslevel_docs.h
- Mac:
~/Library/Application Support/Overgrowth/aslevel_docs.h
- Linux:
~/.local/share/Overgrowth/aslevel_docs.h
This documentation will change with each version of the game, so keep checking back on this aslevel_docs.h
file to see the most up to date information.
There are also wiki pages which have more detailed documentation many of these functions. These pages have a danger of going out of date, but give more detailed documentation on some of the code:
- These functions are unique to the editor camera script
- These functions are shared with other script types - Beware, some of this code is only available to other script types! Read the docs carefully!
- These functions are unique to level scripts and cannot be called from the editor camera script - Useful so you can see the code that does not work in this script.
Camera instances in other scripts
The editor camera controller is not exposed to other scripts at all. It is only accessible to the engine, and in the editor camera script.
The camera object (that actually affects the screen) is exposed to other scripts as instances of the Camera
class (as Camera@ camera
).
How to create a custom camera script
The editor camera script always has this path: Data/Scripts/cam.as
If you are overriding this in a mod, it will have this path: Data/Mods/<your_mod_name>/Scripts/cam.as
Camera script hook functions
All functions inside a camera script are required
Init function
void Init() { }
Init
is called when the camera is first loaded, upon level load.
Be careful, this may be called before some objects or script params are present in the level.
It is most useful for setting initial values for file-scope angelscript state.
Update function
void Update() { }
Update
is called regularly by the engine so you can perform work.
It may be useful to do initialization once in this function, if you need to delay camera updates until other objects have loaded.
Be careful to keep this function short, sweet, and fast. Update
gets called 120 times a second as of the time of this writing. TODO: Is this accurate for camera scripts?
FrameSelection function
void FrameSelection(bool increased_distance) { }
FrameSelection
is called when the "frame selection" action called in editor. This is invoked in one of two ways:
- Via hotkeys (F or SHIFT + F)
- Via the
Go To Selected
action in the menu. Top Bar -> Selected -> Go To Selected
The increased_distance
parameter will be set to true
if the desired action is to frame all selected items within the camera
(the F hotkey, or the Go To Selected menu item set this to true
).
The increased_distance
parameter will be set to false
if the desired action is to teleport to the selected items
(the SHIFT + F hotkey sets this to false
).