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Python DirectWaitBar.update方法代码示例

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


在下文中一共展示了DirectWaitBar.update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: ProgressBar

# 需要导入模块: from direct.gui.DirectGui import DirectWaitBar [as 别名]
# 或者: from direct.gui.DirectGui.DirectWaitBar import update [as 别名]
class ProgressBar(object):
    '''        
    '''
    def __init__(self):
        '''        
        '''
        self.__wait_bar = DirectWaitBar( text = "Carregando...",
                                         value = 0,
                                         pos = (0, 0, -.95),
                                         text_scale = 0.05,
                                         text_pos = (0, 0.025),
                                         frameSize = (-1.3, 1.3, 0, 0.08) )
        
        self.hide()
        
    def finish(self):
        self.__wait_bar['barColor'] = (0, 1, 0, 1)
        self.__wait_bar.setBarColor()
        self.__wait_bar.finish()
        self.hide()
    
    def hide(self):
        self.__wait_bar.hide()
        
    def show(self):
        self.__wait_bar.show()
        
    def update(self, value):
        
        if value < 25:
            self.__wait_bar['barColor'] = (1, 0, 0, 1)
        elif value > 25 and value < 75:
            self.__wait_bar['barColor'] = (1, 1, 0, 1)
        elif value > 75:
            self.__wait_bar['barColor'] = (0, 1, 0, 1)
            
            
        self.__wait_bar.setBarColor()
        
        self.__wait_bar.update(value)
        
        
开发者ID:avnergoncalves,项目名称:VinerOn,代码行数:42,代码来源:progress_bar.py

示例2: DistributedCogBattle

# 需要导入模块: from direct.gui.DirectGui import DirectWaitBar [as 别名]
# 或者: from direct.gui.DirectGui.DirectWaitBar import update [as 别名]
class DistributedCogBattle(DistributedObject):
    notify = directNotify.newCategory('DistributedCogBattle')
    DNCData = {0: [[(-50, 98.73, 0.4), (351.31, 0.0, 0.0), 1.25],
         [(-41.07, 97.2, 0.4), (350.34, 0.0, 0.0), 1.25],
         [(-152.73, -0.58, 0.4), (90.0, 0, 0), 1.25],
         [(-152.73, 8.81, 0.4), (85.3, 0, 0), 1.25],
         [(34.34, -157.19, 2.95), (150.75, 0, 0), 1.25],
         [(26.21, -152.66, 2.95), (147.09, 0, 0), 1.25]],
     1: [],
     2: [],
     5: []}

    def __init__(self, cr):
        try:
            self.DistributedCogBattle_initialized
            return
        except:
            self.DistributedCogBattle_initialized = 1

        DistributedObject.__init__(self, cr)
        self.hoodIndex = None
        self.totalCogs = None
        self.cogsRemaining = None
        self.cogProgressBar = None
        self.DNCSigns = []
        self.introMessageSeq = None
        self.victorySeq = None
        self.turretManager = None
        return

    def setTurretManager(self, tmgr):
        self.turretManager = tmgr

    def getTurretManager(self):
        return self.turretManager

    def victory(self):
        self.cr.playGame.getPlace().fsm.request('stop')
        base.localAvatar.b_setAnimState('win')
        self.victorySeq = Sequence(Wait(7.0), Func(self.finishVictory))
        self.victorySeq.start()

    def finishVictory(self):
        hoodId = self.cr.playGame.hood.hoodId
        if hoodId == CIGlobals.BattleTTC:
            hoodId = CIGlobals.ToontownCentral
            zoneId = CIGlobals.ToontownCentralId
        else:
            zoneId = CogBattleGlobals.HoodIndex2HoodId[self.getHoodIndex()]
        requestStatus = {'zoneId': zoneId,
         'hoodId': hoodId,
         'where': 'playground',
         'avId': base.localAvatar.doId,
         'loader': 'safeZoneLoader',
         'shardId': None,
         'how': 'teleportIn'}
        self.cr.playGame.getPlace().fsm.request('teleportOut', [requestStatus])
        return

    def setTotalCogs(self, num):
        self.totalCogs = num

    def getTotalCogs(self):
        return self.totalCogs

    def setCogsRemaining(self, num):
        self.cogsRemaining = num
        if self.cogProgressBar:
            self.__updateProgressBar()

    def getCogsRemaining(self):
        return self.cogsRemaining

    def setHoodIndex(self, index):
        self.hoodIndex = index

    def getHoodIndex(self):
        return self.hoodIndex

    def startPlacePoll(self):
        taskMgr.add(self.__placePoll, 'DistributedCogBattle-placePoll')

    def __placePoll(self, task):
        if self.cr.playGame.getPlace() != None:
            self.sendUpdate('arrived', [])
            self.constructArea()
            self.createInterface()
            self.__doIntroMessages()
            return task.done
        else:
            return task.cont
            return

    def stopPlacePoll(self):
        taskMgr.remove('DistributedCogBattle-placePoll')

    def createInterface(self):
        self.cogProgressBar = DirectWaitBar(pos=(0, 0, -0.9), relief=DGG.RAISED, scale=0.6, frameColor=(1, 0.5, 0.3, 0.75), barColor=(1, 0.25, 0.25, 0.5), value=0, range=self.getTotalCogs(), text='', text_scale=0.08)
        self.__updateProgressBar()

#.........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:DistributedCogBattle.py

示例3: ExperimentChallengeGUI

# 需要导入模块: from direct.gui.DirectGui import DirectWaitBar [as 别名]
# 或者: from direct.gui.DirectGui.DirectWaitBar import update [as 别名]
class ExperimentChallengeGUI(NodePath):
    def __init__(self, description, needed, icon):
        NodePath.__init__(self, 'objective-%s' % id(self))

        self.needed = needed
        self.visible = False

        self.fadeInTrack = None
        self.fadeOutTrack = None

        gui = loader.loadModel('phase_5/models/cogdominium/tt_m_gui_csa_flyThru')
        self.background = gui.find('**/*background').copyTo(self)
        self.background.setScale(2.5)
        gui.removeNode()

        self.icon = icon.copyTo(self.background)
        self.icon.setScale(0.08)
        self.icon.setPos(-0.167, 0, -0.002)

        text = TextNode('challenge')
        text.setText('Challenge')
        text.setFont(ToontownGlobals.getSignFont())
        text.setTextColor(0.95, 0.95, 0, 1)
        self.objText = self.background.attachNewNode(text)
        self.objText.setScale(0.03)
        self.objText.setPos(-0.04, 0.0, 0.02)

        text = TextNode('description')
        text.setText(description)
        text.setFont(ToontownGlobals.getSignFont())
        text.setTextColor(0.95, 0.95, 0, 1)
        text.setAlign(TextNode.ACenter)
        self.objText = self.background.attachNewNode(text)
        self.objText.setScale(0.015)
        self.objText.setPos(0.048, 0.0, -0.009)

        self.progressBar = DirectWaitBar(guiId='ChallengeProgressBar', parent=self.background, frameSize=(-0.11, 0.11, -0.007, 0.007), pos=(0.048, 0, -0.0338), text='')
        self.progressBar['range'] = needed

        self.progressText = DirectLabel(guiId='ChallengeProgressText', parent=self.progressBar, relief=None, pos=(0, 0, -0.0048), text='', textMayChange=1, text_scale=0.014, text_fg=(0.03, 0.83, 0, 1), text_align=TextNode.ACenter, text_font=ToontownGlobals.getSignFont())

        self.updateProgress(0)

        self.reparentTo(base.a2dBottomLeft)
        self.stash()

    def updateProgress(self, count):
        self.progressBar.update(count)
        self.progressText['text'] = '%s/%s' % (count, self.needed)

    def fadeIn(self):
        if self.fadeOutTrack:
            self.fadeOutTrack.finish()
            self.fadeOutTrack = None

        self.visible = True
        self.fadeInTrack = Sequence(Func(self.unstash),
                 Func(self.setTransparency, 1),
                 LerpColorScaleInterval(self, 1, Vec4(1, 1, 1, 1), startColorScale=Vec4(1, 1, 1, 0)),
                 Func(self.clearColorScale),
                 Func(self.clearTransparency))
        self.fadeInTrack.start()

    def fadeOut(self):
        if self.fadeInTrack:
            self.fadeInTrack.finish()
            self.fadeInTrack = None

        self.visible = False
        self.fadeOutTrack = Sequence(Func(self.setTransparency, 1),
                 LerpColorScaleInterval(self, 1, Vec4(1, 1, 1, 0), startColorScale=Vec4(1, 1, 1, 1)),
                 Func(self.clearColorScale),
                 Func(self.clearTransparency),
                 Func(self.stash))
        self.fadeOutTrack.start()

    def fadeOutDestroy(self):
        self.visible = False
        Sequence(Func(self.setTransparency, 1),
                 LerpColorScaleInterval(self, 1, Vec4(1, 1, 1, 0), startColorScale=Vec4(1, 1, 1, 1)),
                 Func(self.clearColorScale),
                 Func(self.clearTransparency),
                 Func(self.stash),
                 Func(self.destroy)).start()

    def destroy(self):
        self.removeNode()
开发者ID:ToontownModder101,项目名称:Toontown-Offline-Squirting-Flower-Modded-,代码行数:89,代码来源:ExperimentChallengeGUI.py

示例4: __init__

# 需要导入模块: from direct.gui.DirectGui import DirectWaitBar [as 别名]
# 或者: from direct.gui.DirectGui.DirectWaitBar import update [as 别名]
class CIProgressScreen:

    def __init__(self):
        self.bgm = loader.loadModel('phase_3/models/gui/progress-background.bam')
        self.bgm.find('**/logo').stash()
        self.bg = self.bgm.find('**/bg')
        self.logo = loader.loadTexture('phase_3/maps/CogInvasion_Logo.png')
        self.logoImg = OnscreenImage(image=self.logo, scale=(0.5, 0, 0.3), pos=(0, 0, 0), parent=hidden)
        self.logoImg.setTransparency(True)
        self.bg_img = OnscreenImage(image=self.bg, parent=hidden)
        self.bg_img.setSx(1.35)
        self.bg_img.hide()
        self.progress_bar = DirectWaitBar(value=0, pos=(0, 0, -0.85), parent=hidden, text_pos=(0, 0, 0.2))
        self.progress_bar.setSx(1.064)
        self.progress_bar.setSz(0.38)
        self.loading_lbl = DirectLabel(text='', relief=None, scale=0.08, pos=(-1.0725, 0, -0.79), text_align=TextNode.ALeft, sortOrder=100, text_fg=(0.343, 0.343, 0.343, 1.0), text_font=CIGlobals.getMinnieFont(), parent=hidden, text_shadow=(0, 0, 0, 1))
        return

    def begin(self, hood, range, wantGui):
        render.hide()
        self.renderFrames()
        base.setBackgroundColor(0, 0, 0)
        if hood == 'localAvatarEnterGame':
            self.loading_lbl['text'] = 'Entering...'
        elif hood == 'init':
            self.loading_lbl['text'] = 'Loading...'
        else:
            self.loading_lbl['text'] = 'Heading to %s...' % hood
        self.progress_bar['barColor'] = (0.343, 0.343, 0.343, 1.0)
        self.progress_bar['range'] = range
        self.bgm.reparentTo(aspect2d)
        self.bg.reparentTo(render2d)
        self.bg_img.reparentTo(hidden)
        self.loading_lbl.reparentTo(aspect2d)
        self.logoImg.reparentTo(aspect2d)
        self.progress_bar.reparentTo(aspect2d)
        self.__count = 0
        self.__expectedCount = range
        self.progress_bar.update(self.__count)

    def renderFramesTask(self, task):
        self.renderFrames()
        return task.cont

    def end(self):
        base.setBackgroundColor(CIGlobals.DefaultBackgroundColor)
        taskMgr.remove('renderFrames')
        render.show()
        self.progress_bar.finish()
        self.bg_img.reparentTo(hidden)
        self.logoImg.reparentTo(hidden)
        self.bg.reparentTo(hidden)
        self.bgm.reparentTo(hidden)
        self.loading_lbl.reparentTo(hidden)
        self.progress_bar.reparentTo(hidden)
        self.renderFrames()

    def destroy(self):
        self.bg.removeNode()
        del self.bg
        self.bgm.removeNode()
        del self.bgm
        self.bg_img.destroy()
        self.loading_lbl.destroy()
        self.progress_bar.destroy()
        self.bgm.destroy()
        del self.bg_img
        del self.loading_lbl
        del self.progress_bar
        del self.bgm

    def renderFrames(self):
        base.graphicsEngine.renderFrame()
        base.graphicsEngine.renderFrame()

    def tick(self):
        self.__count += 1
        self.progress_bar.update(self.__count)
开发者ID:coginvasion,项目名称:src,代码行数:80,代码来源:CIProgressScreen.py

示例5: Enemy

# 需要导入模块: from direct.gui.DirectGui import DirectWaitBar [as 别名]
# 或者: from direct.gui.DirectGui.DirectWaitBar import update [as 别名]
class Enemy(DirectObject):
    def __init__(self, _main):
        self.main = _main
        self.strenght = self.main.enemyStrength
        self.id = id(self)
        self.model = loader.loadModel("Enemy")
        self.model.setP(-90)
        self.model.setH(180)
        self.model.hide()
        cs = CollisionSphere(0, 0, 0, 0.5)
        cnode = CollisionNode('colEnemy' + str(self.id))
        cnode.addSolid(cs)
        self.colNP = self.model.attachNewNode(cnode)
        #self.colNP.show()

        # Game state
        self.health = 100 + (100 * self.strenght)
        self.damageDone = 0.1 + (0.1 * self.strenght)
        self.lastShot = 0.0
        self.attackRate = 10.0


        self.statusHealth = DirectWaitBar(
            text = "",
            value = self.health,
            range = self.health,
            frameSize = (0.12, 0.8, -0.12, 0.0),
            pos = (-0.5, 0, -0.5),
            barColor = (1, 0, 0, 1))
        self.statusHealth.reparentTo(self.model)
        self.statusHealth.setDepthWrite(False)
        self.statusHealth.setBin('fixed', 0)
        self.statusHealth.setBillboardAxis()

    def start(self, startPos, enemyParent):
        self.model.show()
        self.model.reparentTo(enemyParent)
        self.model.setPos(startPos.x,
                          startPos.y,
                          0)
        self.accept("into-" + "colEnemy" + str(self.id), self.hit)
        self.accept("inRange-" + "colEnemy" + str(self.id), self.startAttack)
        self.statusHealth.update(self.health)

    def stop(self):
        self.model.remove_node()
        self.ignore("into-" + "colEnemy" + str(self.id))
        self.ignore("inRange-" + "colEnemy" + str(self.id))

    def hit(self, _dmg):
        if self.health == 0:
            base.messenger.send("killEnemy", [self.id])
        else:
            self.health -= _dmg
            self.statusHealth.update(self.health)

    def makeAi(self):
        # Make some ai character for each
        self.aiChar = AICharacter("Enemy" + str(self.id), self.model, -100, 0.05 + (0.05 * self.strenght), 6 + (1 * self.strenght))
        self.main.AiWorld.addAiChar(self.aiChar)
        self.AIbehaviors = self.aiChar.getAiBehaviors()

        self.AIbehaviors.pursue(self.main.player.model)
        return self.aiChar

    def startAttack(self, _inRange=False):

        if _inRange:
            self.isAttacking = True
            self.simpleAttack()
            #taskMgr.remove("StartAttack")
        #elif _inRange:
        #    pass
        #    taskMgr.add(self.attack, "StartAttack")

    def attack(self, task):
        dt = globalClock.getDt()
        self.lastShot += dt
        if self.lastShot >= self.attackRate:
            self.lastShot -= self.attackRate
            base.messenger.send("doDamageToPlayer", [self.damageDone])
        return task.again

    def simpleAttack(self):
        base.messenger.send("doDamageToPlayer", [self.damageDone])
开发者ID:grimfang,项目名称:owp_shooter,代码行数:87,代码来源:enemy.py

示例6: __init__

# 需要导入模块: from direct.gui.DirectGui import DirectWaitBar [as 别名]
# 或者: from direct.gui.DirectGui.DirectWaitBar import update [as 别名]
class BRWater:
    notify = directNotify.newCategory('BRWater')

    def __init__(self, playground):
        self.playground = playground
        self.fsm = ClassicFSM('BRWater', [State('off', self.enterOff, self.exitOff),
         State('freezeUp', self.enterFreezeUp, self.exitFreezeUp),
         State('coolDown', self.enterCoolDown, self.exitCoolDown),
         State('frozen', self.enterFrozen, self.exitFrozen)], 'off', 'off')
        self.fsm.enterInitialState()
        self.freezeUpSfx = base.loadSfx('phase_8/audio/sfx/freeze_up.mp3')
        self.frozenSfxArray = [base.loadSfx('phase_8/audio/sfx/frozen_1.mp3'), base.loadSfx('phase_8/audio/sfx/frozen_2.mp3'), base.loadSfx('phase_8/audio/sfx/frozen_3.mp3')]
        self.coolSfxArray = [base.loadSfx('phase_8/audio/sfx/cool_down_1.mp3'), base.loadSfx('phase_8/audio/sfx/cool_down_2.mp3')]
        self.freezeUpSfx.setVolume(12)
        for sfx in self.frozenSfxArray:
            sfx.setVolume(12)

        for sfx in self.coolSfxArray:
            sfx.setVolume(12)

    def attachSound(self, sound):
        base.localAvatar.audio3d.attachSoundToObject(sound, base.localAvatar)

    def enterOff(self):
        self.playground.startWaterWatch()

    def exitOff(self):
        self.playground.stopWaterWatch()

    def loadIceCube(self):
        self.iceCube = loader.loadModel('phase_8/models/props/icecube.bam')
        for node in self.iceCube.findAllMatches('**/billboard*'):
            node.removeNode()

        for node in self.iceCube.findAllMatches('**/drop_shadow*'):
            node.removeNode()

        for node in self.iceCube.findAllMatches('**/prop_mailboxcollisions*'):
            node.removeNode()

        self.iceCube.reparentTo(base.localAvatar)
        self.iceCube.setScale(1.2, 1.0, base.localAvatar.getHeight() / 1.7)
        self.iceCube.setTransparency(1)
        self.iceCube.setColorScale(0.76, 0.76, 1.0, 0.0)

    def unloadIceCube(self):
        self.iceCube.removeNode()
        del self.iceCube

    def enterFreezeUp(self):
        length = 1.0
        base.playSfx(self.freezeUpSfx)
        self.fucsIval = Sequence(LerpColorScaleInterval(base.localAvatar.getGeomNode(), duration=length, colorScale=VBase4(0.5, 0.5, 1.0, 1.0), startColorScale=base.localAvatar.getGeomNode().getColorScale(), blendType='easeOut'), Func(self.fsm.request, 'frozen'))
        self.fucsIval.start()
        self.playground.startWaterWatch(0)

    def exitFreezeUp(self):
        self.fucsIval.pause()
        del self.fucsIval
        self.playground.stopWaterWatch()

    def enterFrozen(self):
        self.loadIceCube()
        base.cr.playGame.getPlace().fsm.request('stop', [0])
        base.localAvatar.stop()
        base.playSfx(choice(self.frozenSfxArray))
        self.iccsIval = LerpColorScaleInterval(self.iceCube, duration=0.5, colorScale=VBase4(0.76, 0.76, 1.0, 1.0), startColorScale=self.iceCube.getColorScale(), blendType='easeInOut')
        self.iccsIval.start()
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)
        self.frame = DirectFrame(pos=(0, 0, 0.7))
        self.powerBar = DirectWaitBar(frameColor=(1, 1, 1, 1), range=100, value=0, scale=(0.4, 0.5, 0.25), parent=self.frame, barColor=(0.55, 0.7, 1.0, 1.0))
        self.label = OnscreenText(text='SHAKE MOUSE', shadow=(0, 0, 0, 1), fg=(0.55, 0.7, 1.0, 1.0), pos=(0, -0.1, 0), parent=self.frame)
        taskMgr.add(self.__watchMouseMovement, 'BRWater-watchMouseMovement')
        taskMgr.add(self.__lowerPowerBar, 'BRWater-lowerPowerBar')
        mw = base.mouseWatcherNode
        if mw.hasMouse():
            self.lastMouseX = mw.getMouseX()

    def __lowerPowerBar(self, task):
        if self.powerBar['value'] <= 0:
            self.powerBar.update(0)
        decrement = 1
        self.powerBar.update(self.powerBar['value'] - decrement)
        task.delayTime = 0.1
        return task.again

    def __watchMouseMovement(self, task):
        if self.powerBar['value'] >= self.powerBar['range']:
            self.fsm.request('coolDown', [1])
            return task.done
        mw = base.mouseWatcherNode
        if mw.hasMouse():
            if not self.lastMouseX or self.lastMouseX != mw.getMouseX():
                value = 3 * self.lastMouseX - mw.getMouseX()
                self.lastMouseX = mw.getMouseX()
                self.powerBar.update(self.powerBar['value'] + abs(value))
        return task.cont

#.........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:BRWater.py

示例7: DistributedPieTurretManager

# 需要导入模块: from direct.gui.DirectGui import DirectWaitBar [as 别名]
# 或者: from direct.gui.DirectGui.DirectWaitBar import update [as 别名]

#.........这里部分代码省略.........
        if turret != None:
            self.myTurret = turret
            self.turretGag = None
            self.makeGui()
            return Task.done
        else:
            return Task.cont

    def setGag(self, upgradeId):
        self.turretGag = upgradeId

    def d_requestPlace(self, posHpr):
        self.sendUpdate("requestPlace", [posHpr])

    def turretPlaced(self, turretId):
        turret = self.cr.doId2do.get(turretId)
        turret.b_setGag(self.turretGag)
        self.turretGag = None
        base.taskMgr.add(self.__pollTurret, "DPTM.pollTurret", extraArgs=[turretId], appendTask=True)
        return

    def yourTurretIsDead(self):
        base.taskMgr.remove("DPTM.pollTurret")
        self.destroyGui()
        self.myTurret = None
        if base.localAvatar.getPUInventory()[0] > 0:
            self.createTurretButton()
        return

    def makeGui(self):
        self.destroyGui()
        self.guiFrame = DirectFrame(parent=base.a2dBottomRight, pos=(-0.55, 0, 0.15))
        self.guiBg = OnscreenImage(image="phase_4/maps/turret_gui_bg.png", scale=(0.15, 0, 0.075), parent=self.guiFrame)
        self.guiBg.setTransparency(True)
        self.guiLabel = DirectLabel(
            text="Turret",
            text_fg=(1, 0, 0, 1),
            relief=None,
            text_scale=0.05,
            text_font=loader.loadFont("phase_3/models/fonts/ImpressBT.ttf"),
            pos=(0, 0, 0.025),
            parent=self.guiFrame,
        )
        self.guiBar = DirectWaitBar(
            range=self.myTurret.getMaxHealth(),
            value=self.myTurret.getHealth(),
            scale=0.125,
            parent=self.guiFrame,
            pos=(0, 0, -0.01),
        )
        return

    def createTurretButton(self):
        self.makeTurretBtn = DirectButton(
            relief=None,
            geom=CIGlobals.getDefaultBtnGeom(),
            text="Turret",
            text_scale=0.055,
            command=self.handleMakeTurretBtn,
            pos=(-0.47, 0, 0.1),
            geom_scale=(0.5, 1.0, 1.0),
            text_pos=(0, -0.01),
            parent=base.a2dBottomRight,
        )
        return

    def handleMakeTurretBtn(self):
        self.makeTurretBtn.destroy()
        del self.makeTurretBtn
        x, y, z = base.localAvatar.getPos()
        h, p, r = base.localAvatar.getHpr()
        self.d_requestPlace([x, y, z, h, p, r])
        base.localAvatar.sendUpdate("usedPU", [0])

    def __pollMyBattle(self, task):
        if base.localAvatar.getMyBattle():
            base.localAvatar.getMyBattle().setTurretManager(self)
            if base.localAvatar.getPUInventory()[0] > 0:
                self.createTurretButton()
            return Task.done
        return Task.cont

    def destroyGui(self):
        if self.guiBar:
            self.guiBar.destroy()
            self.guiBar = None
        if self.guiLabel:
            self.guiLabel.destroy()
            self.guiLabel = None
        if self.guiBg:
            self.guiBg.destroy()
            self.guiBg = None
        if self.guiFrame:
            self.guiFrame.destroy()
            self.guiFrame = None
        return

    def updateTurretGui(self):
        if self.guiBar:
            self.guiBar.update(self.myTurret.getHealth())
开发者ID:coginvasion,项目名称:src,代码行数:104,代码来源:DistributedPieTurretManager.py


注:本文中的direct.gui.DirectGui.DirectWaitBar.update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。