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Python DistributedNode.DistributedNode类代码示例

本文整理汇总了Python中direct.distributed.DistributedNode.DistributedNode的典型用法代码示例。如果您正苦于以下问题:Python DistributedNode类的具体用法?Python DistributedNode怎么用?Python DistributedNode使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了DistributedNode类的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: __init__

 def __init__(self, cr):
     DistributedNode.__init__(self, cr)
     NodePath.__init__(self, 'DistributedTunnel')
     StagedObject.__init__(self, StagedObject.OFF)
     self.uniqueId = ''
     self.fakeZoneId = PiratesGlobals.FakeZoneId
     self.GridLOD = { }
     self.visNodes = { }
     self.geom = None
     self.envEffects = None
     self._links = { }
     self.areaWorldZone = [
         None,
         None]
     self.areaNode = [
         None,
         None]
     self._DistributedTunnel__loadedArea = None
     self.areaIndexLoading = None
     self.pendingAreaUnload = False
     self.pendingArea = None
     self.minimapObj = None
     self.builder = GridAreaBuilder.GridAreaBuilder(self)
     self.connectorNodes = [
         'portal_connector_1',
         'portal_connector_2']
     self.connectorNodePosHpr = []
     self.ambientNames = [
         None,
         None]
     self.avatarZoneContext = None
     self.floorIndex = -1
     self._inTransition = False
     self.ownHandles = []
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:34,代码来源:DistributedTunnel.py

示例2: __init__

 def __init__(self, cr):
     # you have to initialize NodePath.__init__() here because it is
     # not called in DistributedNode.__init__()
     DistributedNode.__init__(self, cr)
     NodePath.__init__(self, 'player')
     
     self.player = Player(os.getenv('COMPUTERNAME'))
开发者ID:mcgillcomp361,项目名称:COMP361Project,代码行数:7,代码来源:distributedPlayer.py

示例3: delete

 def delete(self):
     if base.zoneLODTarget == self:
         base.disableZoneLODs()
     
     for trigger in self.spawnTriggers:
         trigger.removeNode()
     
     del self.spawnTriggers
     del self.connectors
     del self.links
     if self.envEffects:
         self.envEffects.delete()
         self.envEffects = None
     
     DistributedNode.delete(self)
     if self.islandWaterParameters:
         del self.islandWaterParameters
     
     if self.swamp_water:
         self.swamp_water.delete()
         del self.swamp_water
     
     if self.popupDialog:
         self.popupDialog.destroy()
     
     del self.popupDialog
     self.connectorsHereCallback = None
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:27,代码来源:DistributedGameArea.py

示例4: __init__

 def __init__(self, cr):
     DistributedNode.__init__(self, cr)
     NodePath.__init__(self, 'GameArea')
     MappableArea.__init__(self)
     StagedObject.__init__(self, StagedObject.OFF)
     self.uniqueId = ''
     self.geom = None
     self.funnelDisplayName = None
     self.previousDisplayName = None
     self.gameFSM = None
     self.links = []
     self.pendingSetupConnector = { }
     self.connectors = { }
     self.connectorInterests = set()
     self.envEffects = None
     self.spawnTriggers = []
     self.blockerColls = []
     self.islandWaterParameters = None
     self.swamp_water = None
     self.entryTime = [
         None,
         0]
     self.timeCheck = 0
     self.minimap = None
     self.footprintNode = None
     self.popupDialog = None
     self.minimapArea = 0
     self.laMinimapObj = None
     self.footstepSound = None
     self.environment = None
     self.connectorsHereCallback = None
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:31,代码来源:DistributedGameArea.py

示例5: announceGenerate

 def announceGenerate(self):
     base.loadingScreen.tick()
     DistributedNode.announceGenerate(self)
     base.worldCreator.registerSpecialNodes(self, self.uniqueId)
     self.areaType = base.worldCreator.getFieldFromUid(self.uniqueId, 'Visibility')
     self.envSettings = base.worldCreator.getEnvSettingsByUid(self.uniqueId)
     self.builder = base.worldCreator.getBuilder(self, self.areaType)
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:7,代码来源:DistributedGameArea.py

示例6: disable

    def disable(self):
        """ This method is called when the object is removed from the
        scene, for instance because it left the zone.  It is balanced
        against generate(): for each generate(), there will be a
        corresponding disable().  Everything that was done in
        generate() or announceGenerate() should be undone in disable().

        After a disable(), the object might be cached in memory in case
        it will eventually reappear.  The DistributedObject should be
        prepared to receive another generate() for an object that has
        already received disable().

        Note that the above is only strictly true for *cacheable*
        objects.  Most objects are, by default, non-cacheable; you
        have to call obj.setCacheable(True) (usually in the
        constructor) to make it cacheable.  Until you do this, your
        non-cacheable object will always receive a delete() whenever
        it receives a disable(), and it will never be stored in a
        cache.
        """

        # Take it out of the scene graph.
        self.detachNode()

        DistributedNode.disable(self)
开发者ID:mcgillcomp361,项目名称:COMP361Project,代码行数:25,代码来源:distributedPlayer.py

示例7: handleChildArrive

 def handleChildArrive(self, childObj, zoneId):
     DistributedNode.handleChildArrive(self, childObj, zoneId)
     if childObj.isLocal():
         base.loadingScreen.endStep('enterArea')
         base.enableZoneLODs(self)
         childObj.refreshActiveQuestStep()
         localAvatar.guiMgr.setMinimap(self.minimap)
         localAvatar.setAreaFootstep(self.footstepSound)
         localAvatar.guiMgr.radarGui.showLocation(self.uniqueId)
         envName = base.worldCreator.environmentTable.get(self.uniqueId)
         if envName:
             environmentID = TODGlobals.ENVIRONMENT_NAMES_TO_ID.get(envName, TODGlobals.ENV_DEFAULT)
             envData = { }
             envSettings = base.worldCreator.uidEnvSettings.get(self.uniqueId)
             if envSettings != None:
                 envData = envSettings
             
             base.cr.timeOfDayManager.setEnvironment(environmentID, envData)
         else:
             envData = None
             envSettings = base.worldCreator.uidEnvSettings.get(self.uniqueId)
             if envSettings != None:
                 envData = envSettings
             
             base.cr.timeOfDayManager.setEnvironment(TODGlobals.ENV_INTERIOR, envData)
         self.builder.arrived()
     
     self.accept('transferMinimapObjects', self.transferMinimapObject)
     if self.minimap and hasattr(childObj, 'getMinimapObject'):
         if childObj.getMinimapObject():
             self.laMinimapObj = childObj.getMinimapObject()
             self.minimap.addObject(childObj.getMinimapObject())
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:32,代码来源:DistributedGameArea.py

示例8: announceGenerate

 def announceGenerate(self):
     DistributedNode.announceGenerate(self)
     self.kart = loader.loadModel('phase_6/models/karting/Kart3_Final.bam')
     self.kart.find('**/decals').removeNode()
     self.kart.reparentTo(self)
     self.pod = loader.loadModel('phase_4/models/minigames/pods_truck.egg')
     self.pod.reparentTo(self)
     self.pod.setScale(0.2)
     self.pod.setY(8.5)
     self.pod.setH(180)
     self.rope = Rope()
     self.rope.ropeNode.setUseVertexColor(1)
     self.rope.setup(3, ({'node': self.kart,
       'point': (0, 1.5, 0.7),
       'color': (0, 0, 0, 1),
       'thickness': 1000}, {'node': self.kart,
       'point': (0, 1.5, 0.7),
       'color': (0, 0, 0, 1),
       'thickness': 1000}, {'node': self.pod,
       'point': (0, 31, 5),
       'color': (0, 0, 0, 1),
       'thickness': 1000}), [])
     self.rope.setH(180)
     self.rope.reparentTo(self)
     sphere = CollisionSphere(0, 0, 0, 2)
     sphere.setTangible(0)
     node = CollisionNode(self.uniqueName('truck_trigger'))
     node.addSolid(sphere)
     node.setCollideMask(CIGlobals.WallBitmask)
     self.triggerNP = self.attachNewNode(node)
     self.triggerNP.setPos(0, 8.0, 2.0)
     self.setScale(2.0)
     self.accept('enter' + self.triggerNP.node().getName(), self.__handleTruckTrigger)
开发者ID:coginvasion,项目名称:src,代码行数:33,代码来源:DistributedDeliveryTruck.py

示例9: announceGenerate

 def announceGenerate(self):
     DistributedNode.announceGenerate(self)
     if self.cr.activeWorld == None or self.cr.activeWorld.getType() != PiratesGlobals.INSTANCE_PVP:
         self.setupCollisions()
     
     self.geom.hide(OTPRender.MainCameraBitmask)
     self.geom.showThrough(OTPRender.EnviroCameraBitmask)
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:7,代码来源:DistributedTunnel.py

示例10: generate

    def generate(self):
        """ This method is called when the object is generated: when it
        manifests for the first time on a particular client, or when it
        is pulled out of the cache after a previous manifestation.  At
        the time of this call, the object has been created, but its
        required fields have not yet been filled in. """

        # Always call up to parent class
        DistributedNode.generate(self)
开发者ID:mcgillcomp361,项目名称:COMP361Project,代码行数:9,代码来源:distributedPlayer.py

示例11: __init__

 def __init__(self, cr):
     DistributedNode.__init__(self, cr)
     # Let the derived classes instantiate the NodePath
     self.visAvatar = None
     self.gridVisContext = None
     # Do we have grid lines visualized?
     self._onOffState = False
     if __debug__:
         self.haveGridLines = 0
开发者ID:AdrianF98,项目名称:Toontown-2-Revised,代码行数:9,代码来源:DistributedCartesianGrid.py

示例12: announceGenerate

    def announceGenerate(self):
        DistributedNode.announceGenerate(self)

        self.reparentTo(render)
        self.loadBarrel()
        self.loadIcon()
        self.loadCollisions()

        self.accept(self.uniqueName('enterBarrelSphere'), self.__handleEnterSphere)
开发者ID:Toontown-Electrified,项目名称:src-feature-the-experiment,代码行数:9,代码来源:DistributedExperimentBarrel.py

示例13: disable

 def disable(self):
     if self.avatarInTurret:
         self.avatarInTurret.getPart('legs').show()
         self.avatarInTurret.getPart('torso').show()
         self.avatarInTurret.getPart('head').show()
         self.avatarInTurret = None
     self.removeCannon()
     DistributedNode.disable(self)
     return
开发者ID:coginvasion,项目名称:src,代码行数:9,代码来源:DistributedToonCannon.py

示例14: handleChildArriveZone

 def handleChildArriveZone(self, child, zoneId):
     DistributedNode.handleChildArrive(self, child, zoneId)
     if (zoneId >= self.startingZone):
         if not child.gridParent:
             child.gridParent = GridParent(child)
         child.gridParent.setGridParent(self, zoneId)
     elif child.gridParent:
         child.gridParent.delete()
         child.gridParent = None
开发者ID:AdrianF98,项目名称:Toontown-2-Revised,代码行数:9,代码来源:DistributedCartesianGrid.py

示例15: __init__

 def __init__(self, cr):
     DistributedNode.__init__(self, cr)
     NodePath.__init__(self, 'shop')
     self.cr = cr
     self.items = {}
     self.destroyEvent = 'destroyShop-' + str(random.randint(0, 1000))
     self.inShop = False
     self.clerk = None
     self.shopNP = None
     return
开发者ID:coginvasion,项目名称:src,代码行数:10,代码来源:DistributedShop.py


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