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Python NametagGroup.setContents方法代码示例

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


在下文中一共展示了NametagGroup.setContents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: DistributedHouse

# 需要导入模块: from otp.nametag.NametagGroup import NametagGroup [as 别名]
# 或者: from otp.nametag.NametagGroup.NametagGroup import setContents [as 别名]

#.........这里部分代码省略.........
        xScale = 1.0
        numLines = 0
        if self.name == '':
            return
        else:
            houseName = TTLocalizer.AvatarsHouse % TTLocalizer.GetPossesive(self.name)
        matText.setText(houseName)
        self.matText = matText
        textHeight = matText.getHeight() - 2
        textWidth = matText.getWidth()
        xScale = 1.0
        if textWidth > 8:
            xScale = 8.0 / textWidth
        mat_origin = self.house.find('**/mat_origin')
        pos = mat_origin.getPos()
        mat_origin.setPosHpr(pos[0] - 0.15 * textHeight, pos[1], pos[2], 90, -90, 0)
        self.floorMat = mat_origin.attachNewNode(self.matText)
        self.floorMat.setDepthWrite(0)
        self.floorMat.setPos(0, -.025, 0)
        self.floorMat.setScale(0.45 * xScale)
        return

    def __setupNametag(self):
        if self.nametag:
            self.clearNametag()
        if self.name == '':
            houseName = ''
        else:
            houseName = TTLocalizer.AvatarsHouse % TTLocalizer.GetPossesive(self.name)
        self.nametag = NametagGroup()
        self.nametag.setFont(ToontownGlobals.getBuildingNametagFont())
        if TTLocalizer.BuildingNametagShadow:
            self.nametag.setShadow(*TTLocalizer.BuildingNametagShadow)
        self.nametag.setContents(Nametag.CName)
        self.nametag.setColorCode(NametagGroup.CCHouseBuilding)
        self.nametag.setActive(0)
        self.nametag.setAvatar(self.house)
        self.nametag.setObjectCode(self.doId)
        self.nametag.setName(houseName)
        self.nametag.manage(base.marginManager)

    def unload(self):
        self.notify.debug('unload')
        self.ignoreAll()

    def setHouseReady(self):
        self.notify.debug('setHouseReady')
        try:
            self.House_initialized
        except:
            self.House_initialized = 1
            self.load()

    def setHousePos(self, index):
        self.notify.debug('setHousePos')
        self.housePosInd = index
        self.__setHouseColor()

    def setHouseType(self, index):
        self.notify.debug('setHouseType')
        self.houseType = index

    def setFavoriteNum(self, index):
        self.notify.debug('setFavoriteNum')
        self.favoriteNum = index
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:69,代码来源:DistributedHouse.py

示例2: DistributedDoor

# 需要导入模块: from otp.nametag.NametagGroup import NametagGroup [as 别名]
# 或者: from otp.nametag.NametagGroup.NametagGroup import setContents [as 别名]
class DistributedDoor(DistributedObject.DistributedObject, DelayDeletable):
    deferFor = 1

    def __init__(self, cr):
        DistributedObject.DistributedObject.__init__(self, cr)
        self.openSfx = base.loadSfx('phase_3.5/audio/sfx/Door_Open_1.ogg')
        self.closeSfx = base.loadSfx('phase_3.5/audio/sfx/Door_Close_1.ogg')
        self.nametag = None
        self.fsm = ClassicFSM.ClassicFSM('DistributedDoor_right', [State.State('off', self.enterOff, self.exitOff, ['closing',
          'closed',
          'opening',
          'open']),
         State.State('closing', self.enterClosing, self.exitClosing, ['closed', 'opening']),
         State.State('closed', self.enterClosed, self.exitClosed, ['opening']),
         State.State('opening', self.enterOpening, self.exitOpening, ['open']),
         State.State('open', self.enterOpen, self.exitOpen, ['closing', 'open'])], 'off', 'off')
        self.fsm.enterInitialState()
        self.exitDoorFSM = ClassicFSM.ClassicFSM('DistributedDoor_left', [State.State('off', self.exitDoorEnterOff, self.exitDoorExitOff, ['closing',
          'closed',
          'opening',
          'open']),
         State.State('closing', self.exitDoorEnterClosing, self.exitDoorExitClosing, ['closed', 'opening']),
         State.State('closed', self.exitDoorEnterClosed, self.exitDoorExitClosed, ['opening']),
         State.State('opening', self.exitDoorEnterOpening, self.exitDoorExitOpening, ['open']),
         State.State('open', self.exitDoorEnterOpen, self.exitDoorExitOpen, ['closing', 'open'])], 'off', 'off')
        self.exitDoorFSM.enterInitialState()
        self.specialDoorTypes = {DoorTypes.EXT_HQ: 0,
         DoorTypes.EXT_COGHQ: 0,
         DoorTypes.INT_COGHQ: 0,
         DoorTypes.EXT_KS: 0,
         DoorTypes.INT_KS: 0}
        self.doorX = 1.5
        return

    def generate(self):
        DistributedObject.DistributedObject.generate(self)
        self.avatarTracks = []
        self.avatarExitTracks = []
        self.avatarIDList = []
        self.avatarExitIDList = []
        self.doorTrack = None
        self.doorExitTrack = None
        return

    def disable(self):
        self.clearNametag()
        taskMgr.remove(self.checkIsDoorHitTaskName())
        self.ignore(self.getEnterTriggerEvent())
        self.ignore(self.getExitTriggerEvent())
        self.ignore('clearOutToonInterior')
        self.fsm.request('off')
        self.exitDoorFSM.request('off')
        if self.__dict__.has_key('building'):
            del self.building
        self.finishAllTracks()
        self.avatarIDList = []
        self.avatarExitIDList = []
        if hasattr(self, 'tempDoorNodePath'):
            self.tempDoorNodePath.removeNode()
            del self.tempDoorNodePath
        DistributedObject.DistributedObject.disable(self)

    def delete(self):
        del self.fsm
        del self.exitDoorFSM
        del self.openSfx
        del self.closeSfx
        DistributedObject.DistributedObject.delete(self)

    def wantsNametag(self):
        return not ZoneUtil.isInterior(self.zoneId)

    def setupNametag(self):
        if not self.wantsNametag():
            return
            
        if self.doorIndex != 0:
            # Avoid duplicated nametags (eg hq doors)
            return
            
        if self.nametag == None:
            self.nametag = NametagGroup()
            self.nametag.setFont(ToontownGlobals.getBuildingNametagFont())
            
            if TTLocalizer.BuildingNametagShadow:
                self.nametag.setShadow(*TTLocalizer.BuildingNametagShadow)
                
            self.nametag.setContents(Nametag.CName)
            self.nametag.setColorCode(NametagGroup.CCToonBuilding)
            self.nametag.setActive(0)
            self.nametag.setAvatar(self.getDoorNodePath())
            self.nametag.setObjectCode(self.block)
            
            name = self.cr.playGame.dnaStore.getTitleFromBlockNumber(self.block)
            self.nametag.setName(name)
            
            self.nametag.manage(base.marginManager)

    def clearNametag(self):
        if self.nametag != None:
#.........这里部分代码省略.........
开发者ID:Teku16,项目名称:MikeyTheRepository,代码行数:103,代码来源:DistributedDoor.py

示例3: DistributedElevatorExt

# 需要导入模块: from otp.nametag.NametagGroup import NametagGroup [as 别名]
# 或者: from otp.nametag.NametagGroup.NametagGroup import setContents [as 别名]
class DistributedElevatorExt(DistributedElevator.DistributedElevator):

    def __init__(self, cr):
        DistributedElevator.DistributedElevator.__init__(self, cr)
        self.nametag = None
        self.currentFloor = -1
        return

    def setupElevator(self):
        if self.isSetup:
            self.elevatorSphereNodePath.removeNode()
        self.leftDoor = self.bldg.leftDoor
        self.rightDoor = self.bldg.rightDoor
        DistributedElevator.DistributedElevator.setupElevator(self)
        self.setupNametag()

    def disable(self):
        self.clearNametag()
        DistributedElevator.DistributedElevator.disable(self)

    def setupNametag(self):
        if self.nametag == None:
            self.nametag = NametagGroup()
            self.nametag.setFont(ToontownGlobals.getBuildingNametagFont())
            if TTLocalizer.BuildingNametagShadow:
                self.nametag.setShadow(*TTLocalizer.BuildingNametagShadow)
            self.nametag.setContents(Nametag.CName)
            self.nametag.setColorCode(NametagGroup.CCSuitBuilding)
            self.nametag.setActive(0)
            self.nametag.setAvatar(self.getElevatorModel())
            name = self.cr.playGame.dnaData.getBlock(self.bldg.block).title
            if not name:
                name = TTLocalizer.CogsInc
            else:
                name += TTLocalizer.CogsIncExt
            self.nametag.setName(name)
            self.nametag.manage(base.marginManager)
        return

    def clearNametag(self):
        if self.nametag != None:
            self.nametag.unmanage(base.marginManager)
            self.nametag.setAvatar(NodePath())
            self.nametag.destroy()
            self.nametag = None
        return

    def getBldgDoorOrigin(self):
        return self.bldg.getSuitDoorOrigin()

    def gotBldg(self, buildingList):
        self.bldgRequest = None
        self.bldg = buildingList[0]
        if not self.bldg:
            self.notify.error('setBldgDoId: elevator %d cannot find bldg %d!' % (self.doId, self.bldgDoId))
            return
        if self.getBldgDoorOrigin():
            self.bossLevel = self.bldg.getBossLevel()
            self.setupElevator()
        else:
            self.notify.warning('setBldgDoId: elevator %d cannot find suitDoorOrigin for bldg %d!' % (self.doId, self.bldgDoId))
        return

    def setFloor(self, floorNumber):
        if self.currentFloor >= 0:
            if self.bldg.floorIndicator[self.currentFloor]:
                self.bldg.floorIndicator[self.currentFloor].setColor(LIGHT_OFF_COLOR)
        if floorNumber >= 0:
            if self.bldg.floorIndicator[floorNumber]:
                self.bldg.floorIndicator[floorNumber].setColor(LIGHT_ON_COLOR)
        self.currentFloor = floorNumber

    def handleEnterSphere(self, collEntry):
        self.notify.debug('Entering Elevator Sphere....')
        if hasattr(localAvatar, 'boardingParty') and localAvatar.boardingParty and localAvatar.boardingParty.getGroupLeader(localAvatar.doId) and localAvatar.boardingParty.getGroupLeader(localAvatar.doId) != localAvatar.doId:
            base.localAvatar.elevatorNotifier.showMe(TTLocalizer.ElevatorGroupMember)
        elif self.allowedToEnter(self.zoneId):
            self.cr.playGame.getPlace().detectedElevatorCollision(self)
        else:
            place = base.cr.playGame.getPlace()
            if place:
                place.fsm.request('stopped')
            self.dialog = TeaserPanel.TeaserPanel(pageName='cogHQ', doneFunc=self.handleOkTeaser)

    def handleEnterElevator(self):
        if hasattr(localAvatar, 'boardingParty') and localAvatar.boardingParty and localAvatar.boardingParty.getGroupLeader(localAvatar.doId):
            if localAvatar.boardingParty.getGroupLeader(localAvatar.doId) == localAvatar.doId:
                localAvatar.boardingParty.handleEnterElevator(self)
        elif self.elevatorTripId and localAvatar.lastElevatorLeft == self.elevatorTripId:
            self.rejectBoard(base.localAvatar.doId, REJECT_SHUFFLE)
        elif base.localAvatar.hp > 0:
            toon = base.localAvatar
            self.sendUpdate('requestBoard', [])
        else:
            self.notify.warning('Tried to board elevator with hp: %d' % base.localAvatar.hp)

    def enterWaitEmpty(self, ts):
        self.elevatorSphereNodePath.unstash()
        self.forceDoorsOpen()
        self.accept(self.uniqueName('enterelevatorSphere'), self.handleEnterSphere)
#.........这里部分代码省略.........
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:103,代码来源:DistributedElevatorExt.py


注:本文中的otp.nametag.NametagGroup.NametagGroup.setContents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。