本文整理汇总了Python中MovieNPCSOS.teleportIn方法的典型用法代码示例。如果您正苦于以下问题:Python MovieNPCSOS.teleportIn方法的具体用法?Python MovieNPCSOS.teleportIn怎么用?Python MovieNPCSOS.teleportIn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MovieNPCSOS
的用法示例。
在下文中一共展示了MovieNPCSOS.teleportIn方法的6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: __healDance
# 需要导入模块: import MovieNPCSOS [as 别名]
# 或者: from MovieNPCSOS import teleportIn [as 别名]
def __healDance(heal, hasInteractivePropHealBonus):
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 = 3.0
first = 1
targetTrack = Sequence()
for target in targets:
targetToon = target["toon"]
hp = target["hp"]
reactIval = Func(__healToon, targetToon, hp, ineffective, hasInteractivePropHealBonus)
if first:
targetTrack.append(Wait(delay))
first = 0
targetTrack.append(reactIval)
hat = globalPropPool.getProp("hat")
hat2 = MovieUtil.copyProp(hat)
hats = [hat, hat2]
cane = globalPropPool.getProp("cane")
cane2 = MovieUtil.copyProp(cane)
canes = [cane, cane2]
leftHands = toon.getLeftHands()
rightHands = toon.getRightHands()
dScale = 0.5
propTrack = Sequence(
Func(MovieUtil.showProps, hats, rightHands, Point3(0.23, 0.09, 0.69), Point3(180, 0, 0)),
Func(MovieUtil.showProps, canes, leftHands, Point3(-0.28, 0.0, 0.14), Point3(0.0, 0.0, -150.0)),
MovieUtil.getScaleIntervals(hats + canes, dScale, MovieUtil.PNT3_NEARZERO, MovieUtil.PNT3_ONE),
Wait(toon.getDuration("happy-dance") - 2.0 * dScale),
MovieUtil.getScaleIntervals(hats + canes, dScale, MovieUtil.PNT3_ONE, MovieUtil.PNT3_NEARZERO),
Func(MovieUtil.removeProps, hats + canes),
)
mtrack = Parallel(
propTrack, ActorInterval(toon, "happy-dance"), __getSoundTrack(level, 0.2, duration=6.4, node=toon), targetTrack
)
track.append(Func(toon.loop, "neutral"))
track.append(Wait(0.1))
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: __healJuggle
# 需要导入模块: import MovieNPCSOS [as 别名]
# 或者: from MovieNPCSOS import teleportIn [as 别名]
def __healJuggle(heal, hasInteractivePropHealBonus):
npcId = 0
if 'npcId' in heal:
npcId = heal['npcId']
toon = NPCToons.createLocalNPC(npcId)
if toon is 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 = 4.0
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)
cube = globalPropPool.getProp('cubes')
cube2 = MovieUtil.copyProp(cube)
cubes = [cube, cube2]
hips = [
toon.getLOD(
toon.getLODNames()[0]).find('**/joint_hips'),
toon.getLOD(
toon.getLODNames()[1]).find('**/joint_hips')]
cubeTrack = Sequence(
Func(
MovieUtil.showProps, cubes, hips), MovieUtil.getActorIntervals(
cubes, 'cubes'), Func(
MovieUtil.removeProps, cubes))
mtrack = Parallel(
cubeTrack, __getSoundTrack(
level, 0.7, duration=7.7, node=toon), ActorInterval(
toon, 'juggle'), 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3: __healJoke
# 需要导入模块: import MovieNPCSOS [as 别名]
# 或者: from MovieNPCSOS import teleportIn [as 别名]
def __healJoke(heal, hasInteractivePropHealBonus):
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']
jokeIndex = heal['hpbonus'] % len(HealJokes.toonHealJokes)
if npcId != 0:
track = Sequence(MovieNPCSOS.teleportIn(heal, toon))
else:
track = Sequence(__runToHealSpot(heal))
tracks = Parallel()
fSpeakPunchline = 58
tSpeakSetup = 0.0
tSpeakPunchline = 3.0
dPunchLine = 3.0
tTargetReact = tSpeakPunchline + 1.0
dTargetLaugh = 1.5
tRunBack = tSpeakPunchline + dPunchLine
tDoSoundAnimation = tSpeakPunchline - float(fSpeakPunchline) / toon.getFrameRate('sound')
megaphone = globalPropPool.getProp('megaphone')
megaphone2 = MovieUtil.copyProp(megaphone)
megaphones = [
megaphone,
megaphone2]
hands = toon.getRightHands()
dMegaphoneScale = 0.5
tracks.append(Sequence(Wait(tDoSoundAnimation), Func(MovieUtil.showProps, megaphones, hands), MovieUtil.getScaleIntervals(megaphones, dMegaphoneScale, MovieUtil.PNT3_NEARZERO, MovieUtil.PNT3_ONE), Wait(toon.getDuration('sound') - 2.0 * dMegaphoneScale), MovieUtil.getScaleIntervals(megaphones, dMegaphoneScale, MovieUtil.PNT3_ONE, MovieUtil.PNT3_NEARZERO), Func(MovieUtil.removeProps, megaphones)))
tracks.append(Sequence(Wait(tDoSoundAnimation), ActorInterval(toon, 'sound')))
soundTrack = __getSoundTrack(level, 2.0, node = toon)
tracks.append(soundTrack)
joke = HealJokes.toonHealJokes[jokeIndex]
tracks.append(Sequence(Wait(tSpeakSetup), Func(toon.setChatAbsolute, joke[0], CFSpeech | CFTimeout)))
tracks.append(Sequence(Wait(tSpeakPunchline), Func(toon.setChatAbsolute, joke[1], CFSpeech | CFTimeout)))
reactTrack = Sequence(Wait(tTargetReact))
for target in targets:
targetToon = target['toon']
hp = target['hp']
reactTrack.append(Func(__healToon, targetToon, hp, ineffective, hasInteractivePropHealBonus))
reactTrack.append(Wait(dTargetLaugh))
for target in targets:
targetToon = target['toon']
reactTrack.append(Func(targetToon.clearChat))
tracks.append(reactTrack)
if npcId != 0:
track.append(Sequence(Wait(tRunBack), Func(toon.clearChat), *MovieNPCSOS.teleportOut(heal, toon)))
else:
tracks.append(Sequence(Wait(tRunBack), Func(toon.clearChat), *__returnToBase(heal)))
track.append(tracks)
return track
示例4: __healDance
# 需要导入模块: import MovieNPCSOS [as 别名]
# 或者: from MovieNPCSOS import teleportIn [as 别名]
def __healDance(heal, hasInteractivePropHealBonus):
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 = 3.0
first = 1
targetTrack = Sequence()
for target in targets:
targetToon = target['toon']
hp = target['hp']
reactIval = Func(__healToon, targetToon, hp, ineffective, hasInteractivePropHealBonus)
if first:
targetTrack.append(Wait(delay))
first = 0
targetTrack.append(reactIval)
hat = globalPropPool.getProp('hat')
hat2 = MovieUtil.copyProp(hat)
hats = [
hat,
hat2]
cane = globalPropPool.getProp('cane')
cane2 = MovieUtil.copyProp(cane)
canes = [
cane,
cane2]
leftHands = toon.getLeftHands()
rightHands = toon.getRightHands()
dScale = 0.5
propTrack = Sequence(Func(MovieUtil.showProps, hats, rightHands, Point3(0.23000000000000001, 0.089999999999999997, 0.68999999999999995), Point3(180, 0, 0)), Func(MovieUtil.showProps, canes, leftHands, Point3(-0.28000000000000003, 0.0, 0.14000000000000001), Point3(0.0, 0.0, -150.0)), MovieUtil.getScaleIntervals(hats + canes, dScale, MovieUtil.PNT3_NEARZERO, MovieUtil.PNT3_ONE), Wait(toon.getDuration('happy-dance') - 2.0 * dScale), MovieUtil.getScaleIntervals(hats + canes, dScale, MovieUtil.PNT3_ONE, MovieUtil.PNT3_NEARZERO), Func(MovieUtil.removeProps, hats + canes))
mtrack = Parallel(propTrack, ActorInterval(toon, 'happy-dance'), __getSoundTrack(level, 0.20000000000000001, duration = 6.4000000000000004, node = toon), targetTrack)
track.append(Func(toon.loop, 'neutral'))
track.append(Wait(0.10000000000000001))
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5: __healDive
# 需要导入模块: import MovieNPCSOS [as 别名]
# 或者: from MovieNPCSOS import teleportIn [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6: __healDive
# 需要导入模块: import MovieNPCSOS [as 别名]
# 或者: from MovieNPCSOS import teleportIn [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.........