0631979496
[ci skip]
502 lines
22 KiB
Lua
502 lines
22 KiB
Lua
-- Navigation example.
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-- This sample demonstrates:
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-- - Generating a navigation mesh into the scene
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-- - Performing path queries to the navigation mesh
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-- - Rebuilding the navigation mesh partially when adding or removing objects
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-- - Visualizing custom debug geometry
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-- - Raycasting drawable components
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-- - Making a node follow the Detour path
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require "LuaScripts/Utilities/Sample"
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local endPos = nil
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local currentPath = {}
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local useStreaming = false
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local streamingDistance = 2
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local navigationTiles = {}
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local addedTiles = {}
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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-- Create the scene content
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CreateScene()
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-- Create the UI content
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CreateUI()
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-- Setup the viewport for displaying the scene
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SetupViewport()
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-- Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE)
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-- Hook up to the frame update and render post-update events
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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-- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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-- Also create a DebugRenderer component so that we can draw debug geometry
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scene_:CreateComponent("Octree")
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scene_:CreateComponent("DebugRenderer")
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-- Create scene node & StaticModel component for showing a static plane
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local planeNode = scene_:CreateChild("Plane")
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planeNode.scale = Vector3(100.0, 1.0, 100.0)
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local planeObject = planeNode:CreateComponent("StaticModel")
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planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
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planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
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-- Create a Zone component for ambient lighting & fog control
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local zoneNode = scene_:CreateChild("Zone")
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local zone = zoneNode:CreateComponent("Zone")
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zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.ambientColor = Color(0.15, 0.15, 0.15)
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zone.fogColor = Color(0.5, 0.5, 0.7)
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zone.fogStart = 100.0
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zone.fogEnd = 300.0
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-- Create a directional light to the world. Enable cascaded shadows on it
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(0.6, -1.0, 0.8)
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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light.castShadows = true
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light.shadowBias = BiasParameters(0.00025, 0.5)
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-- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
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-- Create some mushrooms
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local NUM_MUSHROOMS = 100
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for i = 1, NUM_MUSHROOMS do
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CreateMushroom(Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0))
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end
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-- Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
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-- rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
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local NUM_BOXES = 20
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for i = 1, NUM_BOXES do
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local boxNode = scene_:CreateChild("Box")
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local size = 1.0 + Random(10.0)
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boxNode.position = Vector3(Random(80.0) - 40.0, size * 0.5, Random(80.0) - 40.0)
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boxNode:SetScale(size)
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local boxObject = boxNode:CreateComponent("StaticModel")
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boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
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boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
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boxObject.castShadows = true
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if size >= 3.0 then
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boxObject.occluder = true
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end
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end
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-- Create Jack node that will follow the path
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jackNode = scene_:CreateChild("Jack")
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jackNode.position = Vector3(-5, 0, 20)
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local modelObject = jackNode:CreateComponent("AnimatedModel")
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modelObject.model = cache:GetResource("Model", "Models/Jack.mdl")
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modelObject.material = cache:GetResource("Material", "Materials/Jack.xml")
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modelObject.castShadows = true
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-- Create a NavigationMesh component to the scene root
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local navMesh = scene_:CreateComponent("NavigationMesh")
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-- Set small tiles to show navigation mesh streaming
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navMesh.tileSize = 32
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-- Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
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-- navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
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scene_:CreateComponent("Navigable")
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-- Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
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-- in the scene and still update the mesh correctly
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navMesh.padding = Vector3(0.0, 10.0, 0.0)
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-- Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
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-- physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
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-- it will use renderable geometry instead
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navMesh:Build()
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-- Create the camera. Limit far clip distance to match the fog
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cameraNode = scene_:CreateChild("Camera")
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local camera = cameraNode:CreateComponent("Camera")
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camera.farClip = 300.0
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-- Set an initial position for the camera scene node above the plane and looking down
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cameraNode.position = Vector3(0.0, 50.0, 0.0)
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pitch = 80.0
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
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end
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function CreateUI()
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-- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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-- control the camera, and when visible, it will point the raycast target
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local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
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local cursor = Cursor:new()
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cursor:SetStyleAuto(style)
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ui.cursor = cursor
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-- Set starting position of the cursor at the rendering window center
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cursor:SetPosition(graphics.width / 2, graphics.height / 2)
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-- Construct new Text object, set string to display and font to use
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local instructionText = ui.root:CreateChild("Text")
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instructionText.text = "Use WASD keys to move, RMB to rotate view\n"..
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"LMB to set destination, SHIFT+LMB to teleport\n"..
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"MMB or O key to add or remove obstacles\n"..
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"Tab to toggle navigation mesh streaming\n"..
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"Space to toggle debug geometry"
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instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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-- The text has multiple rows. Center them in relation to each other
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instructionText.textAlignment = HA_CENTER
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-- Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER
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instructionText.verticalAlignment = VA_CENTER
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instructionText:SetPosition(0, ui.root.height / 4)
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end
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function SetupViewport()
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-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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-- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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-- debug geometry
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SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
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end
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function MoveCamera(timeStep)
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input.mouseVisible = input.mouseMode ~= MM_RELATIVE
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mouseDown = input:GetMouseButtonDown(MOUSEB_RIGHT)
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-- Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
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input.mouseGrabbed = mouseDown
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-- Right mouse button controls mouse cursor visibility: hide when pressed
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ui.cursor.visible = not mouseDown
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-- Do not move if the UI has a focused element (the console)
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 20.0
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-- Mouse sensitivity as degrees per pixel
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local MOUSE_SENSITIVITY = 0.1
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-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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-- Only move the camera when the cursor is hidden
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if not ui.cursor.visible then
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local mouseMove = input.mouseMove
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yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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pitch = Clamp(pitch, -90.0, 90.0)
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-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
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end
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-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if input:GetKeyDown(KEY_W) then
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cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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-- Set destination or teleport with left mouse button
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if input:GetMouseButtonPress(MOUSEB_LEFT) then
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SetPathPoint()
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end
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-- Add or remove objects with middle mouse button, then rebuild navigation mesh partially
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if input:GetMouseButtonPress(MOUSEB_MIDDLE) or input:GetKeyPress(KEY_O) then
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AddOrRemoveObject()
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end
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-- Toggle debug geometry with space
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if input:GetKeyPress(KEY_SPACE) then
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drawDebug = not drawDebug
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end
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end
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function SetPathPoint()
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local hitPos, hitDrawable = Raycast(250.0)
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local navMesh = scene_:GetComponent("NavigationMesh")
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if hitPos then
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local pathPos = navMesh:FindNearestPoint(hitPos, Vector3.ONE)
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if input:GetQualifierDown(QUAL_SHIFT) then
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-- Teleport
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currentPath = {}
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jackNode:LookAt(Vector3(pathPos.x, jackNode.position.y, pathPos.z), Vector3(0.0, 1.0, 0.0))
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jackNode.position = pathPos
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else
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-- Calculate path from Jack's current position to the end point
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endPos = pathPos
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currentPath = navMesh:FindPath(jackNode.position, endPos)
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end
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end
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end
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function AddOrRemoveObject()
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-- Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
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local hitPos, hitDrawable = Raycast(250.0)
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if not useStreaming and hitDrawable then
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-- The part of the navigation mesh we must update, which is the world bounding box of the associated
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-- drawable component
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local updateBox = nil
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local hitNode = hitDrawable.node
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if hitNode.name == "Mushroom" then
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updateBox = hitDrawable.worldBoundingBox
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hitNode:Remove()
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else
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local newNode = CreateMushroom(hitPos)
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local newObject = newNode:GetComponent("StaticModel")
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updateBox = newObject.worldBoundingBox
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end
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-- Rebuild part of the navigation mesh, then recalculate path if applicable
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local navMesh = scene_:GetComponent("NavigationMesh")
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navMesh:Build(updateBox)
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if table.maxn(currentPath) > 0 then
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currentPath = navMesh:FindPath(jackNode.position, endPos)
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end
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end
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end
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function CreateMushroom(pos)
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local mushroomNode = scene_:CreateChild("Mushroom")
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mushroomNode.position = pos
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mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
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mushroomNode:SetScale(2.0 + Random(0.5))
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local mushroomObject = mushroomNode:CreateComponent("StaticModel")
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mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
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mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
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mushroomObject.castShadows = true
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return mushroomNode
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end
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function Raycast(maxDistance)
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local pos = ui.cursorPosition
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-- Check the cursor is visible and there is no UI element in front of the cursor
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if (not ui.cursor.visible) or (ui:GetElementAt(pos, true) ~= nil) then
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return nil, nil
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end
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local camera = cameraNode:GetComponent("Camera")
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local cameraRay = camera:GetScreenRay(pos.x / graphics.width, pos.y / graphics.height)
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-- Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
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local octree = scene_:GetComponent("Octree")
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local result = octree:RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY)
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if result.drawable ~= nil then
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return result.position, result.drawable
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end
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return nil, nil
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end
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function ToggleStreaming(enabled)
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local navMesh = scene_:GetComponent("NavigationMesh")
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if enabled then
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local maxTiles = (2 * streamingDistance + 1) * (2 * streamingDistance + 1)
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local boundingBox = BoundingBox(navMesh.boundingBox)
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SaveNavigationData()
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navMesh:Allocate(boundingBox, maxTiles)
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else
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navMesh:Build()
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end
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end
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function UpdateStreaming()
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local navMesh = scene_:GetComponent("NavigationMesh")
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-- Center the navigation mesh at the jack
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local jackTile = navMesh:GetTileIndex(jackNode.worldPosition)
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local beginTile = VectorMax(IntVector2(0, 0), jackTile - IntVector2(1, 1) * streamingDistance)
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local endTile = VectorMin(jackTile + IntVector2(1, 1) * streamingDistance, navMesh.numTiles - IntVector2(1, 1))
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-- Remove tiles
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local numTiles = navMesh.numTiles
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for i,tileIdx in pairs(addedTiles) do
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if not (beginTile.x <= tileIdx.x and tileIdx.x <= endTile.x and beginTile.y <= tileIdx.y and tileIdx.y <= endTile.y) then
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addedTiles[i] = nil
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navMesh:RemoveTile(tileIdx)
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end
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end
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-- Add tiles
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for z = beginTile.y, endTile.y do
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for x = beginTile.x, endTile.x do
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local i = z * numTiles.x + x
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if not navMesh:HasTile(IntVector2(x, z)) and navigationTiles[i] then
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addedTiles[i] = IntVector2(x, z)
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navMesh:AddTile(navigationTiles[i])
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end
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end
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end
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end
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function SaveNavigationData()
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local navMesh = scene_:GetComponent("NavigationMesh")
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navigationTiles = {}
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addedTiles = {}
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local numTiles = navMesh.numTiles
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for z = 0, numTiles.y - 1 do
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for x = 0, numTiles.x - 1 do
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local i = z * numTiles.x + x
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navigationTiles[i] = navMesh:GetTileData(IntVector2(x, z))
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end
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end
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end
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function HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local timeStep = eventData["TimeStep"]:GetFloat()
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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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-- Make Jack follow the Detour path
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FollowPath(timeStep)
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-- Update streaming
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if input:GetKeyPress(KEY_TAB) then
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useStreaming = not useStreaming
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ToggleStreaming(useStreaming)
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end
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if useStreaming then
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UpdateStreaming()
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end
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end
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function FollowPath(timeStep)
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if table.maxn(currentPath) > 0 then
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local nextWaypoint = currentPath[1] -- NB: currentPath[1] is the next waypoint in order
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-- Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target
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local move = 5 * timeStep
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local distance = (jackNode.position - nextWaypoint):Length()
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if move > distance then
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move = distance
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end
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jackNode:LookAt(nextWaypoint, Vector3(0.0, 1.0, 0.0))
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jackNode:Translate(Vector3(0.0, 0.0, 1.0) * move)
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-- Remove waypoint if reached it
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if distance < 0.1 then
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table.remove(currentPath, 1)
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end
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end
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end
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function HandlePostRenderUpdate(eventType, eventData)
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-- If draw debug mode is enabled, draw navigation mesh debug geometry
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if drawDebug then
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local navMesh = scene_:GetComponent("NavigationMesh")
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navMesh:DrawDebugGeometry(true)
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end
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-- Visualize the start and end points and the last calculated path
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local size = table.maxn(currentPath)
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if size > 0 then
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local debug = scene_:GetComponent("DebugRenderer")
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debug:AddBoundingBox(BoundingBox(endPos - Vector3(0.1, 0.1, 0.1), endPos + Vector3(0.1, 0.1, 0.1)), Color(1.0, 1.0, 1.0))
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-- Draw the path with a small upward bias so that it does not clip into the surfaces
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local bias = Vector3(0.0, 0.05, 0.0)
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debug:AddLine(jackNode.position + bias, currentPath[1] + bias, Color(1.0, 1.0, 1.0))
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if size > 1 then
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for i = 1, size - 1 do
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debug:AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, Color(1.0, 1.0, 1.0))
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end
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end
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end
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end
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-- Create XML patch instructions for screen joystick layout specific to this sample app
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function GetScreenJoystickPatchString()
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return
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"<patch>" ..
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" <add sel=\"/element\">" ..
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" <element type=\"Button\">" ..
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" <attribute name=\"Name\" value=\"Button3\" />" ..
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" <attribute name=\"Position\" value=\"-120 -120\" />" ..
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" <attribute name=\"Size\" value=\"96 96\" />" ..
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" <attribute name=\"Horiz Alignment\" value=\"Right\" />" ..
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" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" ..
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" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" ..
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" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" ..
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" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" ..
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" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" ..
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" <element type=\"Text\">" ..
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" <attribute name=\"Name\" value=\"Label\" />" ..
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" <attribute name=\"Horiz Alignment\" value=\"Center\" />" ..
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" <attribute name=\"Vert Alignment\" value=\"Center\" />" ..
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" <attribute name=\"Color\" value=\"0 0 0 1\" />" ..
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" <attribute name=\"Text\" value=\"Teleport\" />" ..
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" </element>" ..
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" <element type=\"Text\">" ..
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" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
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" <attribute name=\"Text\" value=\"LSHIFT\" />" ..
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" </element>" ..
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" <element type=\"Text\">" ..
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" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" ..
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" <attribute name=\"Text\" value=\"LEFT\" />" ..
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" </element>" ..
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" </element>" ..
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" <element type=\"Button\">" ..
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" <attribute name=\"Name\" value=\"Button4\" />" ..
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" <attribute name=\"Position\" value=\"-120 -12\" />" ..
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" <attribute name=\"Size\" value=\"96 96\" />" ..
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" <attribute name=\"Horiz Alignment\" value=\"Right\" />" ..
|
|
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" ..
|
|
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" ..
|
|
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" ..
|
|
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" ..
|
|
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" ..
|
|
" <element type=\"Text\">" ..
|
|
" <attribute name=\"Name\" value=\"Label\" />" ..
|
|
" <attribute name=\"Horiz Alignment\" value=\"Center\" />" ..
|
|
" <attribute name=\"Vert Alignment\" value=\"Center\" />" ..
|
|
" <attribute name=\"Color\" value=\"0 0 0 1\" />" ..
|
|
" <attribute name=\"Text\" value=\"Obstacles\" />" ..
|
|
" </element>" ..
|
|
" <element type=\"Text\">" ..
|
|
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" ..
|
|
" <attribute name=\"Text\" value=\"MIDDLE\" />" ..
|
|
" </element>" ..
|
|
" </element>" ..
|
|
" </add>" ..
|
|
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
|
|
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Set</replace>" ..
|
|
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
|
|
" <element type=\"Text\">" ..
|
|
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" ..
|
|
" <attribute name=\"Text\" value=\"LEFT\" />" ..
|
|
" </element>" ..
|
|
" </add>" ..
|
|
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
|
|
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" ..
|
|
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
|
|
" <element type=\"Text\">" ..
|
|
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
|
|
" <attribute name=\"Text\" value=\"SPACE\" />" ..
|
|
" </element>" ..
|
|
" </add>" ..
|
|
"</patch>"
|
|
end
|