本文整理汇总了Python中WorldEditor.setOptionInt方法的典型用法代码示例。如果您正苦于以下问题:Python WorldEditor.setOptionInt方法的具体用法?Python WorldEditor.setOptionInt怎么用?Python WorldEditor.setOptionInt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WorldEditor
的用法示例。
在下文中一共展示了WorldEditor.setOptionInt方法的15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: toggleItemSnaps
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def toggleItemSnaps( self ):
if self.itemSnapMode == 1:
self.itemSnapMode = 0
else:
self.itemSnapMode = 1
WorldEditor.setOptionInt( "snaps/itemSnapMode", self.itemSnapMode )
self.updateItemSnaps()
示例2: __init__
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def __init__( self ):
global bd
bd = self
self.objInfo = ObjInfo()
global oi
oi = self.objInfo
self.modeName = "Object"
self.terrainModeName = "TerrainTexture"
self.itemSnapMode = 0
self.nextTimeDoSelUpdate = 0
self.currentTerrainFilter = -1
self.rightMouseButtonDown = 0
self.mouseMoved = 0
self.eDown = 0
self.qDown = 0
self.avatarMode = 0
self.modeStack = []
self.needsChunkVizUpdate = False
self.currentSpace = ""
WorldEditor.setNoSelectionFilter( "portal" )
WorldEditor.setOptionInt( "render/chunk/vizMode", 0 );
示例3: updateState
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def updateState( self, dTime ):
"""This function forces an update to be called in World Editor.
Usually called everyframe, however it still recieves a dTime
value which informs the update function how much time has passed
since the last update call."""
# detect a change of space, and act accordingly
if self.currentSpace != WorldEditor.getOptionString( "space/mru0" ):
self.currentSpace = WorldEditor.getOptionString( "space/mru0" )
# make sure the chunk viz resolution is set correctly
self.enterChunkVizMode()
GUI.update( dTime )
self.cc.update( dTime )
WorldEditor.camera().update( dTime )
if ( WorldEditor.tool() != None and not WorldEditor.tool().applying ):
self.objInfo.overGizmo = WorldEditor.gizmoUpdate( WorldEditor.worldRay() )
# update the WorldEditor
WorldEditor.update( dTime )
# update tool views
base = dTime / 5
self.alphaToolTextureView.rotation += base * (1 + (self.alphaTool.strength / 650))
self.heightView.rotation += base * (1 + (self.heightTool.strength / 650))
self.filterToolTextureView.rotation += base
if self.nextTimeDoSelUpdate == 2:
self.itemTool.functor.script.restoreOldSelection()
self.nextTimeDoSelUpdate = 0
elif self.nextTimeDoSelUpdate == 1:
self.itemTool.functor.script.clearAndSaveSelection()
self.nextTimeDoSelUpdate = 2
if WorldEditor.isInPlayerPreviewMode() and not self.avatarMode:
WorldEditor.addCommentaryMsg( "entered avatar walkthrough mode." )
self.avatarMode = 1
if self.avatarMode and not WorldEditor.isInPlayerPreviewMode():
self.qDown = 0
self.eDown = 0
self.avatarMode = 0
if self.avatarMode:
value = WorldEditor.getOptionString( "camera/speed" )
speed = 1
if value == "Medium":
speed = 2
if value == "Fast":
speed = 3
if value == "SuperFast":
speed = 4
if self.qDown and WorldEditor.getOptionInt( "graphics/cameraHeight" ) - speed <= 2:
WorldEditor.setOptionInt( "graphics/cameraHeight", 2 )
if self.qDown and WorldEditor.getOptionInt( "graphics/cameraHeight" ) > 2:
WorldEditor.setOptionInt( "graphics/cameraHeight", WorldEditor.getOptionInt( "graphics/cameraHeight" ) - speed )
if self.eDown:
WorldEditor.setOptionInt( "graphics/cameraHeight", WorldEditor.getOptionInt( "graphics/cameraHeight" ) + speed )
WorldEditor.snapCameraToTerrain()
if WorldEditor.tool() == bd.alphaTool:
bd.alphaTool.size = WorldEditor.getOptionFloat ( "terrain/texture/size" )
bd.alphaTool.strength = WorldEditor.getOptionFloat ( "terrain/texture/strength" )
bd.alphaTool.functor.displayOverlay = WorldEditor.getOptionInt ( "terrain/texture/maskoverlay" )
WorldEditor.setPaintLayer(bd.alphaTool.functor.lastPaintedLayer)
WorldEditor.setPaintPos(bd.alphaTool.functor.lastPaintedPos)
if bd.alphaTool.functor.hadEscapeKey != 0:
WorldEditor.setTerrainPaintEscKey(bd.alphaTool.functor.hadEscapeKey)
bd.alphaTool.functor.hadEscapeKey = 0
bd.heightTool.size = WorldEditor.getOptionFloat ( "terrain/height/size" )
bd.heightTool.strength = WorldEditor.getOptionFloat ( "terrain/height/strength" )
bd.setHeightFunctor.height = WorldEditor.getOptionFloat ( "terrain/height/height" )
bd.setHeightFunctor.relative = WorldEditor.getOptionInt ( "terrain/height/relative" )
bd.heightFunctor.falloff = WorldEditor.getOptionInt ( "terrain/height/brushFalloff" )
bd.filterTool.size = WorldEditor.getOptionFloat ( "terrain/filter/size" )
bd.filterTool.functor.index = WorldEditor.getOptionInt ( "terrain/filter/index" )
bd.holeTool.size = WorldEditor.getOptionFloat ( "terrain/cutRepair/size" )
bd.holeTool.functor.fillNotCut = WorldEditor.getOptionInt ( "terrain/cutRepair/brushMode" )
if self.needsChunkVizUpdate:
self.enterChunkVizMode()
return 1
示例4: onStart
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def onStart( self ):
# create chunk viz
self.chunkViz = View.TerrainChunkTextureToolView( "resources/maps/gizmo/square.dds" )
self.chunkViz.numPerChunk = 1
# create vertex viz
self.vertexViz = View.TerrainChunkTextureToolView( "resources/maps/gizmo/vertices.dds" )
self.vertexViz.numPerChunk = 25
# create terrain mesh viz
self.meshViz = View.TerrainChunkTextureToolView( "resources/maps/gizmo/quads.dds" )
self.meshViz.numPerChunk = 25
# create alpha tool
self.alphaTool = WorldEditor.Tool()
self.alphaTool.functor = Functor.TerrainTextureFunctor()
self.alphaTool.locator = Locator.TerrainToolLocator()
self.alphaToolTextureView = View.TerrainTextureToolView( "resources/maps/gizmo/alphatool.tga" )
self.alphaTool.addView( self.alphaToolTextureView, "stdView" )
self.alphaTool.size = 30
self.alphaTool.strength = 1000
# create height filter tool
self.heightFunctor = Functor.TerrainHeightFilterFunctor()
self.heightFunctor.index = 0 # this index must match the filters.xml file
self.heightFunctor.strengthMod = 1
self.heightFunctor.framerateMod = 1
self.heightFunctor.constant = 1.0
self.heightFunctor.falloff = 2
self.setHeightFunctor = Functor.TerrainSetHeightFunctor()
self.setHeightFunctor.height = 0
self.setHeightFunctor.relative = 0
self.heightView = View.TerrainTextureToolView( "resources/maps/gizmo/heighttool.tga" )
self.setHeightView = View.TerrainTextureToolView( "resources/maps/gizmo/squaretool.dds" )
self.heightTool = WorldEditor.Tool()
self.heightTool.locator = Locator.TerrainToolLocator()
self.heightTool.functor = Functor.TeeFunctor( self.heightFunctor, self.setHeightFunctor, KEY_LCONTROL )
self.heightToolTextureView = View.TeeView( self.heightView, self.setHeightView, KEY_LCONTROL )
self.heightTool.addView( self.heightToolTextureView, "stdView" )
self.heightTool.size = 30
# create general filter tool
self.filterTool = WorldEditor.Tool()
self.filterTool.locator = Locator.TerrainToolLocator()
self.filterTool.functor = Functor.TerrainHeightFilterFunctor()
self.filterTool.functor.strengthMod = 1
self.filterTool.functor.constant = 0.0
self.filterToolTextureView = View.TerrainTextureToolView( "resources/maps/gizmo/filtertool.tga" )
self.filterTool.addView( self.filterToolTextureView, "stdView" )
self.filterTool.size = 30
# create a hole cutter
self.holeTool = WorldEditor.Tool()
self.holeTool.locator = Locator.TerrainHoleToolLocator()
view = View.TerrainTextureToolView( "resources/maps/gizmo/squaretool.dds" )
view.showHoles = True
self.holeTool.addView( view, "stdView" )
self.holeTool.functor = Functor.TerrainHoleFunctor()
self.holeTool.size = 30
# create the item tool
self.itemTool = WorldEditor.Tool()
self.itemToolXZLocator = Locator.ItemToolLocator()
self.itemTool.locator = Locator.TerrainToolLocator()
self.itemToolTextureView = View.TerrainTextureToolView( "resources/maps/gizmo/cross2.dds" )
self.itemToolModelView = View.ModelToolView( "resources/models/pointer.model" )
self.itemToolPlaneView = View.ModelToolView( "resources/models/freepointer.model" )
self.itemTool.addView( self.itemToolTextureView, "stdView" )
# This changes our locator to a ChunkItemLocator
self.itemTool.functor = Functor.ScriptedFunctor( ChunkItemFunctor( self.itemTool, self.objInfo ) )
# Setup the correct subLocator for the ChunkItemLocator
self.itemTool.locator.subLocator = self.itemToolXZLocator
self.itemTool.size = 1
# Make the closed captions commentary viewer
self.cc = GUI.ClosedCaptions( WorldEditor.getOptionInt( "consoles/numMessageLines", 5 ) )
self.cc.addAsView()
self.cc.visible = 1
if ( WorldEditor.getOptionInt( "tools/showChunkVisualisation" ) == 1 ):
WorldEditor.setOptionInt( "render/chunk/vizMode", 1)
self.enterChunkVizMode()
self.enterMode( self.modeName, 1 )
# initialise the mouse move camera
# load up the start position from space.localsettings
startPos = (0,1.85,0)
startDir = (0,0,0)
dir = WorldEditor.getOptionString( "space/mru0" )
dirDS = ResMgr.openSection( dir )
ds = dirDS["space.localsettings"]
if ds != None:
startPos = ds.readVector3( "startPosition", startPos )
startDir = ds.readVector3( "startDirection", startDir )
#.........这里部分代码省略.........
示例5: ownKeyEvent
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def ownKeyEvent( self, key, modifiers ):
if key == KEY_B:
if (modifiers & MODIFIER_CTRL) == 0:
curr = WorldEditor.getOptionInt( "drawBSP" )
curr = ( curr + 1 ) % 2
WorldEditor.setOptionInt( "drawBSP", curr )
self.showBSPMsg( curr )
elif key == KEY_M:
curr = WorldEditor.getOptionInt( "dragOnSelect" )
curr = ( curr + 1 ) % 2
WorldEditor.setOptionInt( "dragOnSelect", curr )
self.dragOnSelectMsg( curr )
elif key == KEY_F8:
curr = WorldEditor.getOptionString( "tools/coordFilter" )
if curr == "World":
curr = "Local"
elif curr == "Local":
curr = "View"
elif curr == "View":
curr = "World"
WorldEditor.setOptionString( "tools/coordFilter", curr )
WorldEditor.addCommentaryMsg( "Reference Coordinate System: %s" % curr )
elif key == KEY_L:
if modifiers & MODIFIER_CTRL:
curr = WorldEditor.getOptionInt( "render/lighting" )
curr = ( curr + 1 ) % 3
WorldEditor.setOptionInt( "render/lighting", curr )
self.lightingModeMsg( curr )
elif key == KEY_G:
curr = WorldEditor.getOptionInt( "snaps/xyzEnabled" )
curr = ( curr + 1 )% 2
WorldEditor.setOptionInt( "snaps/xyzEnabled", curr )
self.objectSnapMsg( curr )
elif key == KEY_1 and not modifiers:
WorldEditor.setToolMode( "Objects" )
elif key == KEY_2 and not modifiers:
WorldEditor.setToolMode( "TerrainTexture" )
elif key == KEY_3 and not modifiers:
WorldEditor.setToolMode( "TerrainHeight" )
elif key == KEY_4 and not modifiers:
WorldEditor.setToolMode( "TerrainFilter" )
elif key == KEY_5 and not modifiers:
WorldEditor.setToolMode( "TerrainMesh" )
elif key == KEY_6 and not modifiers:
WorldEditor.setToolMode( "TerrainImpExp" )
elif key == KEY_7 and not modifiers:
WorldEditor.setToolMode( "Project" )
t = WorldEditor.tool()
sizeSection = ''
strengthSection = ''
minSizeSection = ''
maxSizeSection = ''
minStrengthSection = ''
maxStrengthSection = ''
if t == self.alphaTool:
sizeSection = 'terrain/texture/size'
minSizeSection = 'terrain/texture/minsizelimit'
maxSizeSection = 'terrain/texture/maxsizelimit'
strengthSection = 'terrain/texture/strength'
minStrengthSection = 'terrain/texture/minstrengthlimit'
maxStrengthSection = 'terrain/texture/maxstrengthlimit'
elif t == self.heightTool:
sizeSection = 'terrain/height/size'
minSizeSection = 'terrain/height/minsizelimit'
maxSizeSection = 'terrain/height/maxsizelimit'
strengthSection = 'terrain/height/strength'
minStrengthSection = 'terrain/height/minstrengthlimit'
maxStrengthSection = 'terrain/height/maxstrengthlimit'
elif t == self.filterTool:
sizeSection = 'terrain/filter/size'
minSizeSection = 'terrain/filter/minsizelimit'
maxSizeSection = 'terrain/filter/maxsizelimit'
elif t == self.holeTool:
sizeSection = 'terrain/cutRepair/size'
minSizeSection = 'terrain/cutRepair/minsizelimit'
maxSizeSection = 'terrain/cutRepair/maxsizelimit'
if sizeSection:
size = WorldEditor.getOptionFloat( sizeSection )
minSize = WorldEditor.getOptionFloat( minSizeSection )
maxSize = WorldEditor.getOptionFloat( maxSizeSection )
if key == KEY_RBRACKET:
if not ( modifiers & MODIFIER_SHIFT ):
size = size * 1.25 + 1
if size > maxSize:
size = maxSize
#.........这里部分代码省略.........
示例6: doSnapObstacleLock
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def doSnapObstacleLock( item ):
WorldEditor.setOptionInt( "snaps/itemSnapMode", 2 )
bd.updateItemSnaps()
示例7: doShowAllOutside
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def doShowAllOutside( item ):
WorldEditor.setOptionInt( "render/hideOutsideObjects", 0 )
WorldEditor.setOptionInt( "render/scenery/shells/gameVisibility", 1 )
示例8: doSnapFreePositioning
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def doSnapFreePositioning( item ):
WorldEditor.setOptionInt( "snaps/itemSnapMode", 0 )
bd.updateItemSnaps()
示例9: doSnapTerrainLock
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def doSnapTerrainLock( item ):
WorldEditor.setOptionInt( "snaps/itemSnapMode", 1 )
bd.updateItemSnaps()
示例10: heightMap
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def heightMap( item ):
WorldEditor.setOptionInt( "render/chunk/vizMode", 2 )
bd.enterChunkVizMode()
示例11: meshMode
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def meshMode( item ):
WorldEditor.setOptionInt( "render/chunk/vizMode", 3 )
bd.enterChunkVizMode()
示例12: boundaryBox
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def boundaryBox( item ):
WorldEditor.setOptionInt( "render/chunk/vizMode", 1 )
bd.enterChunkVizMode()
示例13: normalMode
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def normalMode( item ):
WorldEditor.setOptionInt( "render/chunk/vizMode", 0 )
bd.enterChunkVizMode()
示例14: onDisableUmbraMode
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def onDisableUmbraMode( item ):
""" Sets both Umbra and the useUmbra Option so that
the game will start in the last set state
"""
BigWorld.setWatcher( "Render/Umbra/enabled", 0 )
WorldEditor.setOptionInt( "render/useUmbra", 0)
示例15: onHideOrthoMode
# 需要导入模块: import WorldEditor [as 别名]
# 或者: from WorldEditor import setOptionInt [as 别名]
def onHideOrthoMode( item ):
WorldEditor.setOptionInt( "camera/ortho", 0 )
WorldEditor.changeToCamera(0)