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BaseGame Script Review #2364

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lukaspj opened this issue Jul 30, 2019 · 2 comments
Open

BaseGame Script Review #2364

lukaspj opened this issue Jul 30, 2019 · 2 comments

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@lukaspj
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lukaspj commented Jul 30, 2019

Just listing off some issues I encounter when converting scripts to C#:

Core_GameObjects module does not exist.
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L27

PrefPath logic exists twice
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L30-L34
And:
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/main.cs.in#L34-L39

OnExit should not be a part of the Core Module, rather main.cs or similar root-level script should destroy the Core Module on exit
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/Core.cs#L81-L87

I know this one is a bit subjective, but I think it's confusing to have CoreModule's clean-up logic in the root-level "OnExit" function.

Should TerrainBlendShader prefix samplerNames with $?, it seems to be prefixed everywhere else.
https://github.com/GarageGames/Torque3D/blob/development/Templates/BaseGame/game/core/rendering/scripts/gfxData/terrainBlock.cs#L32-L33

I'll add to this as I find more

@Azaezel
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Azaezel commented Oct 6, 2019

should note with the new stuff, theres a callonmodule method triggering a cascade of callbacks for a couple of those cases

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