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Python ProductionFinishedIconManager.end方法代码示例

本文整理汇总了Python中horizons.world.managers.productionfinishediconmanager.ProductionFinishedIconManager.end方法的典型用法代码示例。如果您正苦于以下问题:Python ProductionFinishedIconManager.end方法的具体用法?Python ProductionFinishedIconManager.end怎么用?Python ProductionFinishedIconManager.end使用的例子?那么, 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horizons.world.managers.productionfinishediconmanager.ProductionFinishedIconManager的用法示例。


在下文中一共展示了ProductionFinishedIconManager.end方法的3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: Session

# 需要导入模块: from horizons.world.managers.productionfinishediconmanager import ProductionFinishedIconManager [as 别名]
# 或者: from horizons.world.managers.productionfinishediconmanager.ProductionFinishedIconManager import end [as 别名]
class Session(LivingObject):
	"""The Session class represents the game's main ingame view and controls cameras and map loading.
	It is alive as long as a game is running.
	Many objects require a reference to this, which makes it a pseudo-global, from which we would
	like to move away in the long term. This is where we hope the components come into play, which
	you will encounter later.

	This is the most important class if you are going to hack on Unknown Horizons; it provides most of
	the important ingame variables.
	Here's a small list of commonly used attributes:

	* world - horizons.world instance of the currently running horizons. Stores players and islands,
		which store settlements, which store buildings, which have productions and collectors.
		Therefore, world deserves its name -- it contains the whole game state.
	* scheduler - horizons.scheduler instance. Used to execute timed events. Master of time in UH.
	* manager - horizons.manager instance. Used to execute commands (used to apply user interactions).
		There is a singleplayer and a multiplayer version. Our mp system works by the mp-manager not
		executing the commands directly, but sending them to all players, where they will be executed
		at the same tick.
	* view - horizons.view instance. Used to control the ingame camera.
	* ingame_gui - horizons.gui.ingame_gui instance. Used to control the ingame gui framework.
		(This is different from gui, which is the main menu and general session-independent gui)
	* cursor - horizons.gui.{navigation/cursor/selection/building}tool instance. Used to handle
			   mouse events.
	* selected_instances - Set that holds the currently selected instances (building, units).

	TUTORIAL:
	For further digging you should now be checking out the load() function.
	"""
	timer = livingProperty()
	manager = livingProperty()
	view = livingProperty()
	ingame_gui = livingProperty()
	keylistener = livingProperty()
	scenario_eventhandler = livingProperty()

	log = logging.getLogger('session')

	def __init__(self, gui, db, rng_seed=None):
		super(Session, self).__init__()
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self._clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self)
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.coordinates_tooltip = None
		self.display_speed()
		LastActivePlayerSettlementManager.create_instance(self)


		self.status_icon_manager = StatusIconManager(
		  renderer=self.view.renderer['GenericRenderer'],
		  layer=self.view.layers[LAYERS.OBJECTS]
		  )
		self.production_finished_icon_manager = None
		self.create_production_finished_icon_manager()


		self.selected_instances = set()
		self.selection_groups = [set() for _ in range(10)]  # List of sets that holds the player assigned unit groups.

		self._old_autosave_interval = None

	def create_production_finished_icon_manager(self):
		""" Checks the settings if we should display resrouce icons.
		If True: Create the ProductionFinishedIconManager
		If False and a manager is currently running: End it
		"""
		show_resource_icons = bool(horizons.globals.fife.get_uh_setting("ShowResourceIcons"))
		if show_resource_icons:
			self.production_finished_icon_manager = ProductionFinishedIconManager(
				renderer=self.view.renderer['GenericRenderer'],
				layer=self.view.layers[LAYERS.OBJECTS]
			)
		else:
			self.end_production_finished_icon_manager()

	def start(self):
		"""Actually starts the game."""
		self.timer.activate()
#.........这里部分代码省略.........
开发者ID:acieroid,项目名称:unknown-horizons,代码行数:103,代码来源:session.py

示例2: IngameGui

# 需要导入模块: from horizons.world.managers.productionfinishediconmanager import ProductionFinishedIconManager [as 别名]
# 或者: from horizons.world.managers.productionfinishediconmanager.ProductionFinishedIconManager import end [as 别名]
class IngameGui(LivingObject):
	"""Class handling all the ingame gui events.
	Assumes that only 1 instance is used (class variables)"""

	message_widget = livingProperty()
	minimap = livingProperty()
	keylistener = livingProperty()

	def __init__(self, session):
		super(IngameGui, self).__init__()
		self.session = session
		assert isinstance(self.session, horizons.session.Session)
		self.settlement = None
		self._old_menu = None

		self.cursor = None
		self.coordinates_tooltip = None

		self.keylistener = IngameKeyListener(self.session)

		self.cityinfo = CityInfo(self)
		LastActivePlayerSettlementManager.create_instance(self.session)

		self.message_widget = MessageWidget(self.session)

		# Windows
		self.windows = WindowManager()
		self.show_popup = self.windows.show_popup
		self.show_error_popup = self.windows.show_error_popup

		self.logbook = LogBook(self.session, self.windows)
		self.players_overview = PlayersOverview(self.session)
		self.players_settlements = PlayersSettlements(self.session)
		self.players_ships = PlayersShips(self.session)

		self.chat_dialog = ChatDialog(self.windows, self.session)
		self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
		self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
		self.help_dialog = HelpDialog(self.windows, session=self.session)

		# Icon manager
		self.status_icon_manager = StatusIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)
		self.production_finished_icon_manager = ProductionFinishedIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)

		# 'minimap' is the guichan gui around the actual minimap, which is saved
		# in self.minimap
		self.mainhud = load_uh_widget('minimap.xml')
		self.mainhud.position_technique = "right:top"

		icon = self.mainhud.findChild(name="minimap")
		self.minimap = Minimap(icon,
		                       targetrenderer=horizons.globals.fife.targetrenderer,
		                       imagemanager=horizons.globals.fife.imagemanager,
		                       session=self.session,
		                       view=self.session.view)

		def speed_up():
			SpeedUpCommand().execute(self.session)

		def speed_down():
			SpeedDownCommand().execute(self.session)

		self.mainhud.mapEvents({
			'zoomIn' : self.session.view.zoom_in,
			'zoomOut' : self.session.view.zoom_out,
			'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
			'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
			'speedUp' : speed_up,
			'speedDown' : speed_down,
			'destroy_tool' : self.toggle_destroy_tool,
			'build' : self.show_build_menu,
			'diplomacyButton' : self.show_diplomacy_menu,
			'gameMenuButton' : self.toggle_pause,
			'logbook' : lambda: self.windows.toggle(self.logbook)
		})
		self.mainhud.show()

		hotkey_replacements = {
			'rotateRight': 'ROTATE_RIGHT',
			'rotateLeft': 'ROTATE_LEFT',
			'speedUp': 'SPEED_UP',
			'speedDown': 'SPEED_DOWN',
			'destroy_tool': 'DESTROY_TOOL',
			'build': 'BUILD_TOOL',
			'gameMenuButton': 'ESCAPE',
			'logbook': 'LOGBOOK',
		}
		for (widgetname, action) in hotkey_replacements.iteritems():
			widget = self.mainhud.findChild(name=widgetname)
			keys = horizons.globals.fife.get_keys_for_action(action)
			# No `.upper()` here: "Pause" looks better than "PAUSE".
			keyname = HOTKEYS.DISPLAY_KEY.get(keys[0], keys[0].capitalize())
			widget.helptext = widget.helptext.format(key=keyname)

#.........这里部分代码省略.........
开发者ID:Octavianuspg,项目名称:unknown-horizons,代码行数:103,代码来源:ingamegui.py

示例3: IngameGui

# 需要导入模块: from horizons.world.managers.productionfinishediconmanager import ProductionFinishedIconManager [as 别名]
# 或者: from horizons.world.managers.productionfinishediconmanager.ProductionFinishedIconManager import end [as 别名]
class IngameGui(LivingObject):
	"""Class handling all the ingame gui events.
	Assumes that only 1 instance is used (class variables)"""

	message_widget = livingProperty()
	minimap = livingProperty()
	keylistener = livingProperty()

	def __init__(self, session, gui):
		super(IngameGui, self).__init__()
		self.session = session
		assert isinstance(self.session, horizons.session.Session)
		self.main_gui = gui
		self.main_widget = None
		self.settlement = None
		self._old_menu = None

		self.cursor = None
		self.coordinates_tooltip = None

		self.keylistener = IngameKeyListener(self.session)

		self.cityinfo = CityInfo(self)
		LastActivePlayerSettlementManager.create_instance(self.session)

		self.logbook = LogBook(self.session)
		self.message_widget = MessageWidget(self.session)
		self.players_overview = PlayersOverview(self.session)
		self.players_settlements = PlayersSettlements(self.session)
		self.players_ships = PlayersShips(self.session)
		self.chat_dialog = ChatDialog(self.main_gui, self, self.session)
		self.change_name_dialog = ChangeNameDialog(self.main_gui, self, self.session)
		self.pausemenu = PauseMenu(self.session, self.main_gui, self, in_editor_mode=False)

		# Icon manager
		self.status_icon_manager = StatusIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)
		self.production_finished_icon_manager = ProductionFinishedIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)

		# 'minimap' is the guichan gui around the actual minimap, which is saved
		# in self.minimap
		self.mainhud = load_uh_widget('minimap.xml')
		self.mainhud.position_technique = "right+0:top+0"

		icon = self.mainhud.findChild(name="minimap")
		self.minimap = Minimap(icon,
		                       targetrenderer=horizons.globals.fife.targetrenderer,
		                       imagemanager=horizons.globals.fife.imagemanager,
		                       session=self.session,
		                       view=self.session.view)

		def speed_up():
			SpeedUpCommand().execute(self.session)

		def speed_down():
			SpeedDownCommand().execute(self.session)

		self.mainhud.mapEvents({
			'zoomIn' : self.session.view.zoom_in,
			'zoomOut' : self.session.view.zoom_out,
			'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
			'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
			'speedUp' : speed_up,
			'speedDown' : speed_down,
			'destroy_tool' : self.toggle_destroy_tool,
			'build' : self.show_build_menu,
			'diplomacyButton' : self.show_diplomacy_menu,
			'gameMenuButton' : self.toggle_pause,
			'logbook' : self.logbook.toggle_visibility
		})
		self.mainhud.show()

		self.resource_overview = ResourceOverviewBar(self.session)

		# Register for messages
		SettlerUpdate.subscribe(self._on_settler_level_change)
		SpeedChanged.subscribe(self._on_speed_changed)
		self.session.view.add_change_listener(self._update_zoom)

		self._display_speed(self.session.timer.ticks_per_second)

	def end(self):
		self.mainhud.mapEvents({
			'zoomIn' : None,
			'zoomOut' : None,
			'rotateRight' : None,
			'rotateLeft': None,

			'destroy_tool' : None,
			'build' : None,
			'diplomacyButton' : None,
			'gameMenuButton' : None
		})

		self.message_widget = None
#.........这里部分代码省略.........
开发者ID:ChrisOelmueller,项目名称:unknown-horizons,代码行数:103,代码来源:ingamegui.py


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