当前位置: 首页>>代码示例>>Python>>正文


Python ClassicFSM.isInternalStateInFlux方法代码示例

本文整理汇总了Python中direct.fsm.ClassicFSM.ClassicFSM.isInternalStateInFlux方法的典型用法代码示例。如果您正苦于以下问题:Python ClassicFSM.isInternalStateInFlux方法的具体用法?Python ClassicFSM.isInternalStateInFlux怎么用?Python ClassicFSM.isInternalStateInFlux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direct.fsm.ClassicFSM.ClassicFSM的用法示例。


在下文中一共展示了ClassicFSM.isInternalStateInFlux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: Toon

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import isInternalStateInFlux [as 别名]

#.........这里部分代码省略.........
        if self.tokenIcon:
            self.tokenIcon.show()
        self.getShadow().show()
        self.getNameTag().show()
        self.getGeomNode().show()

    def attachGun(self, gunName):
        self.detachGun()
        if gunName == 'pistol':
            self.gun = loader.loadModel('phase_4/models/props/water-gun.bam')
            self.gun.reparentTo(self.find('**/def_joint_right_hold'))
            self.gun.setPos(Point3(0.28, 0.1, 0.08))
            self.gun.setHpr(VBase3(85.6, -4.44, 94.43))
            self.gunAttached = True
        elif gunName == 'shotgun':
            self.gun = loader.loadModel('phase_4/models/props/shotgun.egg')
            self.gun.setScale(0.75)
            self.gun.reparentTo(self.find('**/def_joint_right_hold'))
            self.gun.setPos(Point3(-0.5, -0.2, 0.19))
            self.gun.setHpr(Vec3(350, 272.05, 0))
            color = random.choice([VBase4(1, 0.25, 0.25, 1), VBase4(0.25, 1, 0.25, 1), VBase4(0.25, 0.25, 1, 1)])
            self.gun.setColorScale(color)
            self.gunAttached = True

    def detachGun(self):
        if self.gun and self.gunAttached:
            self.gun.removeNode()
            self.gun = None
            self.gunAttached = False
        return

    def stopAnimations(self):
        if hasattr(self, 'animFSM'):
            if not self.animFSM.isInternalStateInFlux():
                self.animFSM.request('off')
            else:
                notify.warning('animFSM in flux, state=%s, not requesting off' % self.animFSM.getCurrentState().getName())
        else:
            notify.warning('animFSM has been deleted')
        if self.track != None:
            self.track.finish()
            DelayDelete.cleanupDelayDeletes(self.track)
            self.track = None
        return

    def disable(self):
        try:
            self.Toon_disabled
        except:
            self.Toon_disabled = 1
            self.backpack = None
            self.stopAnimations()
            self.removeAdminToken()
            ToonHead.delete(self)
            self.deleteCurrentToon()
            self.chatSoundDict = {}

        return

    def delete(self):
        try:
            self.Toon_deleted
        except:
            self.Toon_deleted = 1
            del self.animFSM
            self.forwardSpeed = None
开发者ID:coginvasion,项目名称:src,代码行数:70,代码来源:Toon.py

示例2: Char

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import isInternalStateInFlux [as 别名]
class Char(Avatar.Avatar):

    def __init__(self):
        try:
            self.Char_initialized
            return
        except:
            self.Char_initialized = 1

        Avatar.Avatar.__init__(self)
        self.avatarType = CIGlobals.CChar
        self.avatarName = None
        self.currentAnim = None
        self.charType = ''
        self.eyes = loader.loadTexture('phase_3/maps/eyes1.jpg', 'phase_3/maps/eyes1_a.rgb')
        self.closedEyes = loader.loadTexture('phase_3/maps/mickey_eyes_closed.jpg', 'phase_3/maps/mickey_eyes_closed_a.rgb')
        self.animFSM = ClassicFSM('Char', [State('off', self.enterOff, self.exitOff),
         State('neutral', self.enterNeutral, self.exitNeutral),
         State('walk', self.enterWalk, self.exitWalk),
         State('run', self.enterRun, self.exitRun)], 'off', 'off')
        animStateList = self.animFSM.getStates()
        self.animFSM.enterInitialState()
        Avatar.Avatar.initializeBodyCollisions(self, self.avatarType, 3.5, 1)
        return

    def stopAnimations(self):
        if hasattr(self, 'animFSM'):
            if not self.animFSM.isInternalStateInFlux():
                self.animFSM.request('off')
            else:
                notify.warning('animFSM in flux, state=%s, not requesting off' % self.animFSM.getCurrentState().getName())
        else:
            notify.warning('animFSM has been deleted')

    def disable(self):
        self.stopBlink()
        self.stopAnimations()
        Avatar.Avatar.disable(self)

    def delete(self):
        try:
            self.Char_deleted
        except:
            self.Char_deleted = 1
            del self.animFSM
            Avatar.Avatar.delete(self)

    def setChat(self, chatString):
        if self.charType == CIGlobals.Mickey:
            self.dial = base.audio3d.loadSfx('phase_3/audio/dial/mickey.wav')
        elif self.charType == CIGlobals.Minnie:
            self.dial = base.audio3d.loadSfx('phase_3/audio/dial/minnie.wav')
        elif self.charType == CIGlobals.Goofy:
            self.dial = base.audio3d.loadSfx('phase_6/audio/dial/goofy.wav')
        base.audio3d.attachSoundToObject(self.dial, self)
        self.dial.play()
        Avatar.Avatar.setChat(self, chatString)

    def setName(self, nameString, charName = None):
        self.avatarName = nameString
        Avatar.Avatar.setName(self, nameString, avatarType=self.avatarType, charName=charName)

    def generateChar(self, charType):
        self.charType = charType
        if charType == CIGlobals.Mickey or charType == CIGlobals.Minnie:
            self.loadModel('phase_3/models/char/' + charType.lower() + '-' + str(CIGlobals.ModelDetail(self.avatarType)) + '.bam')
            self.loadAnims({'neutral': 'phase_3/models/char/' + charType.lower() + '-wait.bam',
             'walk': 'phase_3/models/char/' + charType.lower() + '-walk.bam',
             'run': 'phase_3/models/char/' + charType.lower() + '-run.bam',
             'left-start': 'phase_3.5/models/char/' + charType.lower() + '-left-start.bam',
             'left': 'phase_3.5/models/char/' + charType.lower() + '-left.bam',
             'right-start': 'phase_3.5/models/char/' + charType.lower() + '-right-start.bam',
             'right': 'phase_3.5/models/char/' + charType.lower() + '-right.bam'})
            if charType == CIGlobals.Mickey:
                self.mickeyEye = self.controlJoint(None, 'modelRoot', 'joint_pupilR')
                self.mickeyEye.setY(0.025)
            for bundle in self.getPartBundleDict().values():
                bundle = bundle['modelRoot'].getBundle()
                earNull = bundle.findChild('sphere3')
                if not earNull:
                    earNull = bundle.findChild('*sphere3')
                earNull.clearNetTransforms()

            for bundle in self.getPartBundleDict().values():
                charNodepath = bundle['modelRoot'].partBundleNP
                bundle = bundle['modelRoot'].getBundle()
                earNull = bundle.findChild('sphere3')
                if not earNull:
                    earNull = bundle.findChild('*sphere3')
                ears = charNodepath.find('**/sphere3')
                if ears.isEmpty():
                    ears = charNodepath.find('**/*sphere3')
                ears.clearEffect(CharacterJointEffect.getClassType())
                earRoot = charNodepath.attachNewNode('earRoot')
                earPitch = earRoot.attachNewNode('earPitch')
                earPitch.setP(40.0)
                ears.reparentTo(earPitch)
                earNull.addNetTransform(earRoot.node())
                ears.clearMat()
                ears.node().setPreserveTransform(ModelNode.PTNone)
#.........这里部分代码省略.........
开发者ID:coginvasion,项目名称:src,代码行数:103,代码来源:Char.py


注:本文中的direct.fsm.ClassicFSM.ClassicFSM.isInternalStateInFlux方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。