本文整理汇总了Python中MovieCamera.allGroupLowShot方法的典型用法代码示例。如果您正苦于以下问题:Python MovieCamera.allGroupLowShot方法的具体用法?Python MovieCamera.allGroupLowShot怎么用?Python MovieCamera.allGroupLowShot使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MovieCamera
的用法示例。
在下文中一共展示了MovieCamera.allGroupLowShot方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __healDive
# 需要导入模块: import MovieCamera [as 别名]
# 或者: from MovieCamera import allGroupLowShot [as 别名]
def __healDive(heal, hasInteractivePropHealBonus):
splash = Splash.Splash(render)
splash.reparentTo(render)
npcId = 0
if heal.has_key('npcId'):
npcId = heal['npcId']
toon = NPCToons.createLocalNPC(npcId)
if toon == None:
return None
else:
toon = heal['toon']
targets = heal['target']
ineffective = heal['sidestep']
level = heal['level']
if npcId != 0:
track = Sequence(MovieNPCSOS.teleportIn(heal, toon))
else:
track = Sequence(__runToHealSpot(heal))
delay = 7.0
first = 1
targetTrack = Sequence()
for target in targets:
targetToon = target['toon']
hp = target['hp']
reactIval = Func(__healToon, targetToon, hp, ineffective, hasInteractivePropHealBonus)
if first == 1:
targetTrack.append(Wait(delay))
first = 0
targetTrack.append(reactIval)
thisBattle = heal['battle']
toonsInBattle = thisBattle.toons
glass = globalPropPool.getProp('glass')
glass.setScale(4.0)
glass.setHpr(0.0, 90.0, 0.0)
ladder = globalPropPool.getProp('ladder')
placeNode = NodePath('lookNode')
diveProps = [
glass,
ladder]
ladderScale = toon.getBodyScale() / 0.66000000000000003
scaleUpPoint = Point3(0.5, 0.5, 0.45000000000000001) * ladderScale
basePos = toon.getPos()
glassOffset = Point3(0, 1.1000000000000001, 0.20000000000000001)
glassToonOffset = Point3(0, 1.2, 0.20000000000000001)
splashOffset = Point3(0, 1.0, 0.40000000000000002)
ladderOffset = Point3(0, 4, 0)
ladderToonSep = Point3(0, 1, 0) * ladderScale
diveOffset = Point3(0, 0, 10)
divePos = add3(add3(ladderOffset, diveOffset), ladderToonSep)
ladder.setH(toon.getH())
glassPos = render.getRelativePoint(toon, glassOffset)
glassToonPos = render.getRelativePoint(toon, glassToonOffset)
ladderPos = render.getRelativePoint(toon, ladderOffset)
climbladderPos = render.getRelativePoint(toon, add3(ladderOffset, ladderToonSep))
divePos = render.getRelativePoint(toon, divePos)
topDivePos = render.getRelativePoint(toon, diveOffset)
lookBase = render.getRelativePoint(toon, ladderOffset)
lookTop = render.getRelativePoint(toon, add3(ladderOffset, diveOffset))
LookGlass = render.getRelativePoint(toon, glassOffset)
splash.setPos(splashOffset)
walkToLadderTime = 1.0
climbTime = 5.0
diveTime = 1.0
ladderGrowTime = 1.5
splash.setPos(glassPos)
toonNode = toon.getGeomNode()
placeNode.reparentTo(render)
placeNode.setScale(5.0)
placeNode.setPos(toon.getPos(render))
placeNode.setHpr(toon.getHpr(render))
toonscale = toonNode.getScale()
toonFacing = toon.getHpr()
propTrack = Sequence(Func(MovieUtil.showProp, glass, render, glassPos), Func(MovieUtil.showProp, ladder, render, ladderPos), Func(toonsLook, toonsInBattle, placeNode, Point3(0, 0, 0)), Func(placeNode.setPos, lookBase), LerpScaleInterval(ladder, ladderGrowTime, scaleUpPoint, startScale = MovieUtil.PNT3_NEARZERO), Func(placeNode.setPos, lookTop), Wait(2.1000000000000001), MovieCamera.toonGroupHighShot(None, 0), Wait(2.1000000000000001), Func(placeNode.setPos, LookGlass), Wait(0.40000000000000002), MovieCamera.allGroupLowShot(None, 0), Wait(1.8), LerpScaleInterval(ladder, ladderGrowTime, MovieUtil.PNT3_NEARZERO, startScale = scaleUpPoint), Func(MovieUtil.removeProps, diveProps))
mtrack = Parallel(propTrack, __getSoundTrack(level, 0.59999999999999998, duration = 9.0, node = toon), Sequence(Parallel(Sequence(ActorInterval(toon, 'walk', loop = 0, duration = walkToLadderTime), ActorInterval(toon, 'neutral', loop = 0, duration = 0.10000000000000001)), LerpPosInterval(toon, walkToLadderTime, climbladderPos), Wait(ladderGrowTime)), Parallel(ActorInterval(toon, 'climb', loop = 0, endFrame = 116), Sequence(Wait(4.5999999999999996), Func(toonNode.setTransparency, 1), LerpColorScaleInterval(toonNode, 0.25, VBase4(1, 1.0, 1, 0.0), blendType = 'easeInOut'), LerpScaleInterval(toonNode, 0.01, 0.10000000000000001, startScale = toonscale), LerpHprInterval(toon, 0.01, toonFacing), LerpPosInterval(toon, 0.0, glassToonPos), Func(toonNode.clearTransparency), Func(toonNode.clearColorScale), Parallel(ActorInterval(toon, 'swim', loop = 1, startTime = 0.0, endTime = 1.0), Wait(1.0))), Sequence(Wait(4.5999999999999996), Func(splash.play), Wait(1.0), Func(splash.destroy))), Wait(0.5), Parallel(ActorInterval(toon, 'jump', loop = 0, startTime = 0.20000000000000001), LerpScaleInterval(toonNode, 0.5, toonscale, startScale = 0.10000000000000001), Func(stopLook, toonsInBattle))), targetTrack)
track.append(mtrack)
if npcId != 0:
track.append(MovieNPCSOS.teleportOut(heal, toon))
else:
track.append(__returnToBase(heal))
for target in targets:
targetToon = target['toon']
track.append(Func(targetToon.clearChat))
return track
示例2: __healDive
# 需要导入模块: import MovieCamera [as 别名]
# 或者: from MovieCamera import allGroupLowShot [as 别名]
def __healDive(heal, hasInteractivePropHealBonus):
splash = Splash.Splash(render)
splash.reparentTo(render)
npcId = 0
if "npcId" in heal:
npcId = heal["npcId"]
toon = NPCToons.createLocalNPC(npcId)
if toon == None:
return
else:
toon = heal["toon"]
targets = heal["target"]
ineffective = heal["sidestep"]
level = heal["level"]
if npcId != 0:
track = Sequence(MovieNPCSOS.teleportIn(heal, toon))
else:
track = Sequence(__runToHealSpot(heal))
delay = 7.0
first = 1
targetTrack = Sequence()
for target in targets:
targetToon = target["toon"]
hp = target["hp"]
reactIval = Func(__healToon, targetToon, hp, ineffective, hasInteractivePropHealBonus)
if first == 1:
targetTrack.append(Wait(delay))
first = 0
targetTrack.append(reactIval)
thisBattle = heal["battle"]
toonsInBattle = thisBattle.toons
glass = globalPropPool.getProp("glass")
glass.setScale(4.0)
glass.setHpr(0.0, 90.0, 0.0)
ladder = globalPropPool.getProp("ladder")
placeNode = NodePath("lookNode")
diveProps = [glass, ladder]
ladderScale = toon.getBodyScale() / 0.66
scaleUpPoint = Point3(0.5, 0.5, 0.45) * ladderScale
basePos = toon.getPos()
glassOffset = Point3(0, 1.1, 0.2)
glassToonOffset = Point3(0, 1.2, 0.2)
splashOffset = Point3(0, 1.0, 0.4)
ladderOffset = Point3(0, 4, 0)
ladderToonSep = Point3(0, 1, 0) * ladderScale
diveOffset = Point3(0, 0, 10)
divePos = add3(add3(ladderOffset, diveOffset), ladderToonSep)
ladder.setH(toon.getH())
glassPos = render.getRelativePoint(toon, glassOffset)
glassToonPos = render.getRelativePoint(toon, glassToonOffset)
ladderPos = render.getRelativePoint(toon, ladderOffset)
climbladderPos = render.getRelativePoint(toon, add3(ladderOffset, ladderToonSep))
divePos = render.getRelativePoint(toon, divePos)
topDivePos = render.getRelativePoint(toon, diveOffset)
lookBase = render.getRelativePoint(toon, ladderOffset)
lookTop = render.getRelativePoint(toon, add3(ladderOffset, diveOffset))
lookGlass = render.getRelativePoint(toon, glassOffset)
splash.setPos(splashOffset)
walkToLadderTime = 1.0
climbTime = 5.0
diveTime = 1.0
ladderGrowTime = 1.5
splash.setPos(glassPos)
toonNode = toon.getGeomNode()
placeNode.reparentTo(render)
placeNode.setScale(5.0)
placeNode.setPos(toon.getPos(render))
placeNode.setHpr(toon.getHpr(render))
toonscale = toonNode.getScale()
toonFacing = toon.getHpr()
if base.localAvatar in thisBattle.activeToons:
propTrack = Sequence(
Func(MovieUtil.showProp, glass, render, glassPos),
Func(MovieUtil.showProp, ladder, render, ladderPos),
Func(toonsLook, toonsInBattle, placeNode, Point3(0, 0, 0)),
Func(placeNode.setPos, lookBase),
LerpScaleInterval(ladder, ladderGrowTime, scaleUpPoint, startScale=MovieUtil.PNT3_NEARZERO),
Func(placeNode.setPos, lookTop),
Wait(2.1),
MovieCamera.toonGroupHighShot(None, 0),
Wait(2.1),
Func(placeNode.setPos, lookGlass),
Wait(0.4),
MovieCamera.allGroupLowShot(None, 0),
Wait(1.8),
LerpScaleInterval(ladder, ladderGrowTime, MovieUtil.PNT3_NEARZERO, startScale=scaleUpPoint),
Func(MovieUtil.removeProps, diveProps),
)
else:
propTrack = Sequence(
Func(MovieUtil.showProp, glass, render, glassPos),
Func(MovieUtil.showProp, ladder, render, ladderPos),
Func(toonsLook, toonsInBattle, placeNode, Point3(0, 0, 0)),
Func(placeNode.setPos, lookBase),
LerpScaleInterval(ladder, ladderGrowTime, scaleUpPoint, startScale=MovieUtil.PNT3_NEARZERO),
Func(placeNode.setPos, lookTop),
Wait(4.2),
Func(placeNode.setPos, lookGlass),
Wait(2.2),
#.........这里部分代码省略.........