本文整理汇总了Python中direct.fsm.StateData.StateData.load方法的典型用法代码示例。如果您正苦于以下问题:Python StateData.load方法的具体用法?Python StateData.load怎么用?Python StateData.load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direct.fsm.StateData.StateData
的用法示例。
在下文中一共展示了StateData.load方法的7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: load
# 需要导入模块: from direct.fsm.StateData import StateData [as 别名]
# 或者: from direct.fsm.StateData.StateData import load [as 别名]
def load(self, zoneId):
StateData.load(self)
self.zoneId = zoneId
self.branchZone = ZoneUtil.getBranchZone(zoneId)
self.canonicalBranchZone = ZoneUtil.getCanonicalBranchZone(zoneId)
self.music = base.loadMusic(self.musicFile)
self.interiorMusic = base.loadMusic(self.interiorMusicFile)
示例2: load
# 需要导入模块: from direct.fsm.StateData import StateData [as 别名]
# 或者: from direct.fsm.StateData.StateData import load [as 别名]
def load(self):
StateData.load(self)
self.book_contents = loader.loadModel('phase_3.5/models/gui/stickerbook_gui.bam')
self.book_texture = self.book_contents.find('**/big_book')
self.book_open = loader.loadSfx('phase_3.5/audio/sfx/GUI_stickerbook_open.mp3')
self.book_close = loader.loadSfx('phase_3.5/audio/sfx/GUI_stickerbook_delete.mp3')
self.book_turn = loader.loadSfx('phase_3.5/audio/sfx/GUI_stickerbook_turn.mp3')
示例3: load
# 需要导入模块: from direct.fsm.StateData import StateData [as 别名]
# 或者: from direct.fsm.StateData.StateData import load [as 别名]
def load(self):
StateData.load(self)
if self.pgMusicFilename:
self.music = base.loadMusic(self.pgMusicFilename)
if self.battleMusicFile:
self.battleMusic = base.loadMusic(self.battleMusicFile)
if self.invasionMusicFiles:
self.invasionMusic = None
if self.bossBattleMusicFile:
self.bossBattleMusic = base.loadMusic(self.bossBattleMusicFile)
if self.interiorMusicFilename:
self.interiorMusic = base.loadMusic(self.interiorMusicFilename)
if self.tournamentMusicFiles:
self.tournamentMusic = None
self.createSafeZone(self.dnaFile)
self.parentFSMState.addChild(self.fsm)
width, height, fs, music, sfx, tex_detail, model_detail, aa, af = SettingsManager().getSettings('settings.json')
if af == 'on':
self.notify.info('Anisotropic Filtering is on, applying to textures.')
for nodepath in self.geom.findAllMatches('*'):
try:
for node in nodepath.findAllMatches('**'):
try:
node.findTexture('*').setAnisotropicDegree(8)
except:
pass
except:
continue
return
示例4: load
# 需要导入模块: from direct.fsm.StateData import StateData [as 别名]
# 或者: from direct.fsm.StateData.StateData import load [as 别名]
def load(self, attackName):
StateData.load(self)
className = self.attackName2attackClass[attackName]
self.currentAttack = className(self, self.suit)
示例5: load
# 需要导入模块: from direct.fsm.StateData import StateData [as 别名]
# 或者: from direct.fsm.StateData.StateData import load [as 别名]
def load(self):
StateData.load(self)
示例6: load
# 需要导入模块: from direct.fsm.StateData import StateData [as 别名]
# 或者: from direct.fsm.StateData.StateData import load [as 别名]
def load(self):
StateData.load(self)
self.walkDoneEvent = 'walkDone'
self.walkStateData = PublicWalk(self.fsm, self.walkDoneEvent)
self.walkStateData.load()
示例7: load
# 需要导入模块: from direct.fsm.StateData import StateData [as 别名]
# 或者: from direct.fsm.StateData.StateData import load [as 别名]
def load(self):
StateData.load(self)
if self.storageDNAFile:
loader.loadDNAFile(self.dnaStore, self.storageDNAFile)
self.createNormalSky()