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Python CollisionTube.setTangible方法代码示例

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


在下文中一共展示了CollisionTube.setTangible方法的8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: loadToonup

# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
 def loadToonup(self, toonupIndex):
     self.toonupNum += 1
     if toonupIndex in self.toonupModelDict:
         toonupModel = self.toonupModelDict[toonupIndex]
         toonupModel.reparentTo(self.foodNodes[toonupIndex])
         colNp = toonupModel.find('**/ToonupCol*')
         colNp.setTag('toonupNum', str(self.toonupNum))
     else:
         toonupModelScale = self.ToonupScales[toonupIndex]
         modelName = self.ToonupModels[toonupIndex]
         toonupModel = loader.loadModel(modelName)
         self.foodNodes[toonupIndex].setZ(self.beltHeight - 0.10000000000000001)
         toonupModel.setZ(self.ToonupZOffsets[toonupIndex])
         toonupModel.setScale(toonupModelScale)
         toonupModel.reparentTo(self.foodNodes[toonupIndex])
         target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
         target.setTangible(0)
         colName = 'ToonupCol-%d-%d' % (self.index, toonupIndex)
         targetNode = CollisionNode(colName)
         targetNode.addSolid(target)
         targetNode.setCollideMask(ToontownGlobals.WallBitmask)
         targetNodePath = toonupModel.attachNewNode(targetNode)
         targetNodePath.setScale(1.0 / toonupModelScale)
         targetNodePath.setTag('toonupIndex', str(toonupIndex))
         targetNodePath.setTag('beltIndex', str(self.index))
         targetNodePath.setTag('toonupNum', str(self.toonupNum))
         targetNodePath.setZ(targetNodePath.getZ() - 1.5 / toonupModelScale)
         self.accept('enter' + colName, self.touchedToonup)
         self.toonupModelDict[toonupIndex] = toonupModel
开发者ID:OldToontown,项目名称:OldToontown,代码行数:31,代码来源:DistributedFoodBelt.py

示例2: loadFood

# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
 def loadFood(self, foodIndex):
     self.foodNum += 1
     if foodIndex in self.foodModelDict:
         foodModel = self.foodModelDict[foodIndex]
         foodModel.reparentTo(self.foodNodes[foodIndex])
         colNp = foodModel.find('**/FoodCol*')
         colNp.setTag('foodNum', str(self.foodNum))
     else:
         foodModelScale = ToontownGlobals.BossbotFoodModelScale
         foodModel = loader.loadModel('phase_12/models/bossbotHQ/canoffood')
         foodModel.setScale(foodModelScale)
         foodModel.reparentTo(self.foodNodes[foodIndex])
         target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
         target.setTangible(0)
         colName = 'FoodCol-%d-%d' % (self.index, foodIndex)
         targetNode = CollisionNode(colName)
         targetNode.addSolid(target)
         targetNode.setCollideMask(ToontownGlobals.WallBitmask)
         targetNodePath = foodModel.attachNewNode(targetNode)
         targetNodePath.setScale(1.0 / foodModelScale)
         targetNodePath.setTag('foodIndex', str(foodIndex))
         targetNodePath.setTag('beltIndex', str(self.index))
         targetNodePath.setTag('foodNum', str(self.foodNum))
         targetNodePath.setZ(targetNodePath.getZ() - 1.5)
         self.accept('enter' + colName, self.touchedFood)
         self.foodModelDict[foodIndex] = foodModel
开发者ID:OldToontown,项目名称:OldToontown,代码行数:28,代码来源:DistributedFoodBelt.py

示例3: initGagCollision

# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
 def initGagCollision(self, name, radius):
     self.gagCollisionName = name
     collision = CollisionTube(0, 0, 0, 0, 0, 4, radius)
     collision.setTangible(1)
     self.gagCollNode = CollisionNode(self.gagCollisionName)
     self.gagCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
     self.gagCollNode.addSolid(collision)
     self.gagCollNodePath = self.object.attachNewNode(self.gagCollNode)
开发者ID:Teku16,项目名称:ToontownPlanet,代码行数:10,代码来源:CogdoMazeGameObjects.py

示例4: loadModels

# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
    def loadModels(self):
        self.playArea = loader.loadModel('phase_13/models/parties/partyTugOfWar')
        self.playArea.reparentTo(self.root)
        self.sign.reparentTo(self.playArea.find('**/TugOfWar_sign_locator'))
        self.dockPositions = [[], []]
        for i in xrange(4):
            self.dockPositions[0].append(Point3(-PartyGlobals.TugOfWarInitialToonPositionsXOffset - PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))

        for i in xrange(4):
            self.dockPositions[1].append(Point3(PartyGlobals.TugOfWarInitialToonPositionsXOffset + PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))

        self.hopOffPositions = [[], []]
        for i in xrange(1, 5):
            self.hopOffPositions[PartyGlobals.TeamActivityTeams.LeftTeam].append(self.playArea.find('**/leftTeamHopOff%d_locator' % i).getPos())
            self.hopOffPositions[PartyGlobals.TeamActivityTeams.RightTeam].append(self.playArea.find('**/rightTeamHopOff%d_locator' % i).getPos())

        for i in xrange(1, 5):
            pos = self.playArea.find('**/fallenToon%d_locator' % i).getPos()
            self.fallenPositions.append(pos)

        self.joinCollision = []
        self.joinCollisionNodePaths = []
        for i in xrange(len(PartyGlobals.TeamActivityTeams)):
            collShape = CollisionTube(PartyGlobals.TugOfWarJoinCollisionEndPoints[0], PartyGlobals.TugOfWarJoinCollisionEndPoints[1], PartyGlobals.TugOfWarJoinCollisionRadius)
            collShape.setTangible(True)
            self.joinCollision.append(CollisionNode('TugOfWarJoinCollision%d' % i))
            self.joinCollision[i].addSolid(collShape)
            tubeNp = self.playArea.attachNewNode(self.joinCollision[i])
            tubeNp.node().setCollideMask(ToontownGlobals.WallBitmask)
            self.joinCollisionNodePaths.append(tubeNp)
            self.joinCollisionNodePaths[i].setPos(PartyGlobals.TugOfWarJoinCollisionPositions[i])

        self.__enableCollisions()
        ropeModel = loader.loadModel('phase_4/models/minigames/tug_of_war_rope')
        self.ropeTexture = ropeModel.findTexture('*')
        ropeModel.removeNode()
        for i in xrange(PartyGlobals.TugOfWarMaximumPlayersPerTeam * 2 - 1):
            rope = Rope(self.uniqueName('TugRope%d' % i))
            if rope.showRope:
                rope.ropeNode.setRenderMode(RopeNode.RMBillboard)
                rope.ropeNode.setThickness(0.2)
                rope.setTexture(self.ropeTexture)
                rope.ropeNode.setUvMode(RopeNode.UVDistance)
                rope.ropeNode.setUvDirection(1)
                rope.setTransparency(1)
                rope.setColor(0.89, 0.89, 0.6, 1.0)
                rope.reparentTo(self.root)
                rope.stash()
            self.tugRopes.append(rope)

        self.splash = Splash.Splash(self.root)
        self.splash.setScale(2.0, 4.0, 1.0)
        pos = self.fallenPositions[0]
        self.splash.setPos(pos[0], pos[1], PartyGlobals.TugOfWarSplashZOffset)
        self.splash.hide()
开发者ID:Keithybub,项目名称:ToonTownReviveOld,代码行数:57,代码来源:DistributedPartyTugOfWarActivity.py

示例5: loadCollision

# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
 def loadCollision(self):
     collTube = CollisionTube(0.0, 0.0, 0.0, 0.0, 0.0, 6.0, 5.4)
     collTube.setTangible(True)
     self.trampolineCollision = CollisionNode(self.uniqueName('TrampolineCollision'))
     self.trampolineCollision.addSolid(collTube)
     self.trampolineCollision.setCollideMask(OTPGlobals.CameraBitmask | OTPGlobals.WallBitmask)
     self.trampolineCollisionNP = self.tramp.attachNewNode(self.trampolineCollision)
     collSphere = CollisionSphere(0.0, 0.0, 0.0, 7.0)
     collSphere.setTangible(False)
     self.trampolineTrigger = CollisionNode(self.uniqueName('TrampolineTrigger'))
     self.trampolineTrigger.addSolid(collSphere)
     self.trampolineTrigger.setIntoCollideMask(OTPGlobals.WallBitmask)
     self.trampolineTriggerNP = self.tramp.attachNewNode(self.trampolineTrigger)
     self.accept('enter%s' % self.uniqueName('TrampolineTrigger'), self.onTrampolineTrigger)
开发者ID:CalebSmith376,项目名称:src,代码行数:16,代码来源:DistributedPartyTrampolineActivity.py

示例6: CogdoMazeDrop

# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
class CogdoMazeDrop(NodePath, DirectObject):

    def __init__(self, game, id, x, y):
        NodePath.__init__(self, 'dropNode%s' % id)
        self.game = game
        self.id = id
        self.reparentTo(hidden)
        self.setPos(x, y, 0)
        shadow = loader.loadModel('phase_3/models/props/square_drop_shadow')
        shadow.setZ(0.2)
        shadow.setBin('ground', 10)
        shadow.setColor(1, 1, 1, 1)
        shadow.reparentTo(self)
        self.shadow = shadow
        drop = CogdoUtil.loadMazeModel('cabinetSmFalling')
        roll = random.randint(-15, 15)
        drop.setHpr(0, 0, roll)
        drop.setZ(Globals.DropHeight)
        self.collTube = CollisionTube(0, 0, 0, 0, 0, 4, Globals.DropCollisionRadius)
        self.collTube.setTangible(0)
        name = Globals.DropCollisionName
        self.collNode = CollisionNode(name)
        self.collNode.addSolid(self.collTube)
        self.collNodePath = drop.attachNewNode(self.collNode)
        self.collNodePath.hide()
        self.collNodePath.setTag('isFalling', str('True'))
        drop.reparentTo(self)
        self.drop = drop
        self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop', volume=0.6)

    def disableCollisionDamage(self):
        self.collTube.setTangible(1)
        self.collTube.setRadius(Globals.DroppedCollisionRadius)
        self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
        self.collNodePath.setTag('isFalling', str('False'))

    def getDropIval(self):
        shadow = self.shadow
        drop = self.drop
        id = self.id
        hangTime = Globals.ShadowTime
        dropTime = Globals.DropTime
        dropHeight = Globals.DropHeight
        targetShadowScale = 0.5
        targetShadowAlpha = 0.4
        shadowScaleIval = LerpScaleInterval(shadow, dropTime, targetShadowScale, startScale=0)
        shadowAlphaIval = LerpColorScaleInterval(shadow, hangTime, Point4(1, 1, 1, targetShadowAlpha), startColorScale=Point4(1, 1, 1, 0))
        shadowIval = Parallel(shadowScaleIval, shadowAlphaIval)
        startPos = Point3(0, 0, dropHeight)
        drop.setPos(startPos)
        dropIval = LerpPosInterval(drop, dropTime, Point3(0, 0, 0), startPos=startPos, blendType='easeIn')
        dropSoundIval = self._dropSfx
        dropSoundIval.node = self
        self.drop.setTransparency(1)

        def _setRandScale(t):
            self.drop.setScale(self, 1 - random.random() / 16, 1 - random.random() / 16, 1 - random.random() / 4)

        scaleChange = 0.4 + random.random() / 4
        dropShakeSeq = Sequence(LerpScaleInterval(self.drop, 0.25, Vec3(1.0 + scaleChange, 1.0 + scaleChange / 2, 1.0 - scaleChange), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.25, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), Func(self.disableCollisionDamage), LerpScaleInterval(self.drop, 0.2, Vec3(1.0 + scaleChange / 8, 1.0 + scaleChange / 8, 1.0 - scaleChange / 8), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.2, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.15, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 16, 1.0 - scaleChange / 16), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.15, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.1, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 8, 1.0 - scaleChange / 16), blendType='easeInOut'), LerpColorScaleInterval(self.drop, Globals.DropFadeTime, Vec4(1.0, 1.0, 1.0, 0.0)))
        ival = Sequence(Func(self.reparentTo, render), Parallel(Sequence(WaitInterval(hangTime), dropIval), shadowIval), Parallel(Func(self.game.dropHit, self, id), dropSoundIval, dropShakeSeq), Func(self.game.cleanupDrop, id), name='drop%s' % id)
        self.ival = ival
        return ival

    def destroy(self):
        self.ival.pause()
        self.ival = None
        self._dropSfx.pause()
        self._dropSfx = None
        self.collTube = None
        self.collNode = None
        self.collNodePath.removeNode()
        self.collNodePath = None
        self.removeNode()
        return
开发者ID:Teku16,项目名称:ToontownPlanet,代码行数:77,代码来源:CogdoMazeGameObjects.py

示例7: CogThief

# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
class CogThief(DirectObject):
    notify = directNotify.newCategory('CogThief')
    DefaultSpeedWalkAnim = 4.0
    CollisionRadius = 1.25
    MaxFriendsVisible = 4
    Infinity = 100000.0
    SeparationDistance = 6.0
    MinUrgency = 0.5
    MaxUrgency = 0.75
    
    def __init__(self, cogIndex, suitType, game, cogSpeed):
        self.cogIndex = cogIndex
        self.suitType = suitType
        self.game = game
        self.cogSpeed = cogSpeed
        suit = Suit.Suit()
        d = SuitDNA.SuitDNA()
        d.newSuit(suitType)
        suit.setDNA(d)
        suit.pose('walk', 0)
        self.suit = suit
        self.goal = CTGG.NoGoal
        self.goalId = CTGG.InvalidGoalId
        self.lastLocalTimeStampFromAI = 0
        self.lastPosFromAI = Point3(0, 0, 0)
        self.lastThinkTime = 0
        self.doneAdjust = False
        self.barrel = CTGG.NoBarrelCarried
        self.signalledAtReturnPos = False
        self.defaultPlayRate = 1.0
        self.netTimeSentToStartByHit = 0
        self.velocity = Vec3(0, 0, 0)
        self.oldVelocity = Vec3(0, 0, 0)
        self.acceleration = Vec3(0, 0, 0)
        self.bodyLength = self.CollisionRadius * 2
        self.cruiseDistance = 2 * self.bodyLength
        self.maxVelocity = self.cogSpeed
        self.maxAcceleration = 5.0
        self.perceptionRange = 6
        self.notify.debug('cogSpeed=%s' % self.cogSpeed)
        self.kaboomSound = loader.loadSfx('phase_4/audio/sfx/MG_cannon_fire_alt.mp3')
        self.kaboom = loader.loadModel('phase_4/models/minigames/ice_game_kaboom')
        self.kaboom.setScale(2.0)
        self.kaboom.setBillboardPointEye()
        self.kaboom.hide()
        self.kaboomTrack = None
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.mp3')

    
    def destroy(self):
        self.ignoreAll()
        self.suit.delete()
        self.game = None

    
    def uniqueName(self, baseStr):
        return baseStr + '-' + str(self.game.doId)

    
    def handleEnterSphere(self, collEntry):
        intoNp = collEntry.getIntoNodePath()
        self.notify.debug('handleEnterSphere suit %d hit %s' % (self.cogIndex, intoNp))
        if self.game:
            self.game.handleEnterSphere(collEntry)
        

    
    def gameStart(self, gameStartTime):
        self.gameStartTime = gameStartTime
        self.initCollisions()
        self.startWalkAnim()

    
    def gameEnd(self):
        self.moveIval.pause()
        del self.moveIval
        self.shutdownCollisions()
        self.suit.loop('neutral')

    
    def initCollisions(self):
        self.collSphere = CollisionSphere(0, 0, 0, 1.25)
        self.collSphere.setTangible(1)
        name = 'CogThiefSphere-%d' % self.cogIndex
        self.collSphereName = self.uniqueName(name)
        self.collNode = CollisionNode(self.collSphereName)
        self.collNode.setIntoCollideMask(CTGG.BarrelBitmask | ToontownGlobals.WallBitmask)
        self.collNode.addSolid(self.collSphere)
        self.collNodePath = self.suit.attachNewNode(self.collNode)
        self.accept('enter' + self.collSphereName, self.handleEnterSphere)
        self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4, self.CollisionRadius)
        self.pieCollSphere.setTangible(1)
        name = 'CogThiefPieSphere-%d' % self.cogIndex
        self.pieCollSphereName = self.uniqueName(name)
        self.pieCollNode = CollisionNode(self.pieCollSphereName)
        self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
#.........这里部分代码省略.........
开发者ID:ponyboy837,项目名称:Toontown-2003-Server,代码行数:103,代码来源:CogThief.py

示例8: PartyCog

# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
class PartyCog(FSM):
    notify = directNotify.newCategory('PartyCog')
    HpTextGenerator = TextNode('HpTextGenerator')
    hpText = None
    height = 7

    def __init__(self, parentNode, id, bounceSpeed = 3, bounceHeight = 1, rotateSpeed = 1, heightShift = 1, xMoveSpeed = 0, xMoveDistance = 0, bounceOffset = 0):
        self.id = id
        FSM.__init__(self, 'PartyCogFSM-%d' % self.id)
        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0
        self.load()
        self.request('Down')
        return

    def load(self):
        self.root = NodePath('PartyCog-%d' % self.id)
        self.root.reparentTo(self.parentNode)
        path = 'phase_13/models/parties/cogPinata_'
        self.actor = Actor(path + 'actor', {'idle': path + 'idle_anim',
         'down': path + 'down_anim',
         'up': path + 'up_anim',
         'bodyHitBack': path + 'bodyHitBack_anim',
         'bodyHitFront': path + 'bodyHitFront_anim',
         'headHitBack': path + 'headHitBack_anim',
         'headHitFront': path + 'headHitFront_anim'})
        self.actor.reparentTo(self.root)
        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode('temphead')
        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' % self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' % self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' % self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' % self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
        self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin('ground', 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request('Off')
        self.clearHitInterval()
        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None
        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None
        if self.root is not None:
            self.root.removeNode()
            self.root = None
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None
        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None
        del self.upSound
#.........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:PartyCog.py


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