当前位置: 首页>>代码示例>>Python>>正文


Python WeaponGlobals.canFreeUse方法代码示例

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


在下文中一共展示了WeaponGlobals.canFreeUse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: pruneFreebooterSkills

# 需要导入模块: from pirates.battle import WeaponGlobals [as 别名]
# 或者: from pirates.battle.WeaponGlobals import canFreeUse [as 别名]
def pruneFreebooterSkills(skillTrack):
    if getPaidStatus(base.localAvatar.getDoId()):
        return skillTrack
    else:
        return filter(lambda skillId: WeaponGlobals.canFreeUse(skillId), skillTrack)
开发者ID:Puggyblue999,项目名称:PiratesOfTheCarribeanOnline,代码行数:7,代码来源:Freebooter.py

示例2: update

# 需要导入模块: from pirates.battle import WeaponGlobals [as 别名]
# 或者: from pirates.battle.WeaponGlobals import canFreeUse [as 别名]
 def update(self, repId = None, fromUser = 0):
     inv = localAvatar.getInventory()
     if not inv:
         self.notify.warning('SkillPage unable to find inventory')
         return None
     
     if self.tabBar == None:
         return None
     
     if self.demo:
         return None
     
     if fromUser:
         self.lastUserSelectedTab = repId
     
     if repId == None:
         if localAvatar.getGameState() == 'Fishing':
             if self.lastUserSelectedTab:
                 repId = self.lastUserSelectedTab
             else:
                 repId = InventoryType.CannonRep
         elif localAvatar.cannon:
             repId = InventoryType.CannonRep
         elif localAvatar.gameFSM.state == 'ShipPilot':
             repId = InventoryType.SailingRep
         elif localAvatar.currentWeaponId and localAvatar.isWeaponDrawn:
             repId = WeaponGlobals.getRepId(localAvatar.currentWeaponId)
         elif localAvatar.currentWeaponId and not (localAvatar.isWeaponDrawn) and self.lastUserSelectedTab:
             repId = self.lastUserSelectedTab
         else:
             repId = InventoryType.CannonRep
     
     self.setRep(repId)
     self.tabBar.selectTab(str(repId))
     self.repMeter.setCategory(repId)
     self.repMeter.update(inv.getReputation(repId))
     unSpentId = self.getUnspent()
     amt = inv.getStackQuantity(unSpentId)
     if unSpentId in self.localMods:
         amt = self.localMods[unSpentId]
     
     self.unspent['text'] = PLocalizer.SkillPageUnspentPoints % amt
     if amt > 0:
         self.unspent['text_fg'] = (0.80000000000000004, 1, 0.80000000000000004, 1)
     else:
         self.unspent['text_fg'] = (1, 1, 1, 1)
     comboSkills = RadialMenu.ComboSkills(repId, 1)
     totalComboSkills = RadialMenu.ComboSkills(repId, 0)
     activeSkills = RadialMenu.ActiveSkills(repId, 1)
     totalActiveSkills = RadialMenu.ActiveSkills(repId, 0)
     passiveSkills = RadialMenu.PassiveSkills(repId, 1)
     totalPassiveSkills = RadialMenu.PassiveSkills(repId, 0)
     self.linkedSkillIds = { }
     linkedSkills = ItemGlobals.getLinkedSkills(localAvatar.currentWeaponId)
     if linkedSkills:
         for skillId in linkedSkills:
             realSkillId = WeaponGlobals.getLinkedSkillId(skillId)
             self.linkedSkillIds[realSkillId] = skillId
         
     
     for excludedSkillId in self.EXCLUDED_SKILLS:
         for skillId in activeSkills:
             if excludedSkillId == skillId:
                 activeSkills.remove(skillId)
                 totalActiveSkills.remove(skillId)
                 continue
         
     
     for spot in self.skillFrames.keys():
         if spot not in totalComboSkills:
             self.skillFrames[spot].hide()
             continue
     
     count = 0
     for skill in totalComboSkills:
         skillPts = inv.getStackQuantity(skill)
         if skill in self.localMods:
             skillPts = self.localMods[skill]
         
         if not skill in comboSkills:
             pass
         showIcon = skillPts > 0
         freeLock = False
         if not Freebooter.getPaidStatus(base.localAvatar.getDoId()):
             if not WeaponGlobals.canFreeUse(skill):
                 freeLock = True
             
         
         if self.linkedSkillIds.has_key(skill):
             if self.skillFrames.has_key(skill):
                 self.skillFrames[skill].hide()
             
             skill = self.linkedSkillIds[skill]
         
         self.createFrame(skill, skillPts, amt, freeLock, showIcon)
         x = 0.20000000000000001 + 0.17499999999999999 * count
         y = 1.1100000000000001
         self.skillFrames[skill].setPos(x, 0, y)
         if showIcon and skillPts > 1:
             self.makeBoostDisplay(skill, skillPts - 1)
#.........这里部分代码省略.........
开发者ID:TTGhost,项目名称:POTCOR-src,代码行数:103,代码来源:SkillPage.py

示例3: getAllSkills

# 需要导入模块: from pirates.battle import WeaponGlobals [as 别名]
# 或者: from pirates.battle.WeaponGlobals import canFreeUse [as 别名]
def getAllSkills(repId, skilltrack, wantWeaponSkill = 0):
    inv = base.localAvatar.getInventory()
    if inv == None:
        print 'WARNING - getAllSkills came up with no inventory for ', repId
        return []
    
    minlvl = 2
    choices = []
    if repId == InventoryType.CutlassRep:
        skillId = InventoryType.begin_WeaponSkillCutlass
        while skillId < InventoryType.end_WeaponSkillCutlass:
            if WeaponGlobals.getSkillTrack(skillId) == skilltrack:
                locked = False
                if not Freebooter.getPaidStatus(base.localAvatar.getDoId()):
                    locked = not WeaponGlobals.canFreeUse(skillId)
                
                if inv.getStackQuantity(skillId) >= minlvl:
                    skill = (skillId, True, locked)
                else:
                    skill = (skillId, False, locked)
                choices.append(skill)
            
            skillId += 1
    elif repId == InventoryType.MeleeRep:
        skillId = InventoryType.begin_WeaponSkillMelee
        while skillId < InventoryType.end_WeaponSkillMelee:
            if WeaponGlobals.getSkillTrack(skillId) == skilltrack:
                locked = False
                if not Freebooter.getPaidStatus(base.localAvatar.getDoId()):
                    locked = not WeaponGlobals.canFreeUse(skillId)
                
                if inv.getStackQuantity(skillId) >= minlvl:
                    skill = (skillId, True, locked)
                else:
                    skill = (skillId, False, locked)
                choices.append(skill)
            
            skillId += 1
    elif repId == InventoryType.DaggerRep:
        skillId = InventoryType.begin_WeaponSkillDagger
        while skillId < InventoryType.end_WeaponSkillDagger:
            if WeaponGlobals.getSkillTrack(skillId) == skilltrack:
                locked = False
                if not Freebooter.getPaidStatus(base.localAvatar.getDoId()):
                    locked = not WeaponGlobals.canFreeUse(skillId)
                
                if inv.getStackQuantity(skillId) >= minlvl:
                    skill = (skillId, True, locked)
                else:
                    skill = (skillId, False, locked)
                choices.append(skill)
            
            skillId += 1
    elif repId == InventoryType.GrenadeRep:
        skillId = InventoryType.begin_WeaponSkillGrenade
        while skillId < InventoryType.end_WeaponSkillGrenade:
            if WeaponGlobals.getSkillTrack(skillId) == skilltrack:
                locked = False
                if not Freebooter.getPaidStatus(base.localAvatar.getDoId()):
                    locked = not WeaponGlobals.canFreeUse(skillId)
                
                if inv.getStackQuantity(skillId) >= minlvl:
                    skill = (skillId, True, locked)
                else:
                    skill = (skillId, False, locked)
                choices.append(skill)
            
            skillId += 1
    elif repId == InventoryType.DollRep:
        skillId = InventoryType.begin_WeaponSkillDoll
        while skillId < InventoryType.end_WeaponSkillDoll:
            if WeaponGlobals.getSkillTrack(skillId) == skilltrack:
                locked = False
                if not Freebooter.getPaidStatus(base.localAvatar.getDoId()):
                    locked = not WeaponGlobals.canFreeUse(skillId)
                
                if inv.getStackQuantity(skillId) >= minlvl:
                    skill = (skillId, True, locked)
                else:
                    skill = (skillId, False, locked)
                choices.append(skill)
            
            skillId += 1
    elif repId == InventoryType.WandRep:
        skillId = InventoryType.begin_WeaponSkillWand
        while skillId < InventoryType.end_WeaponSkillWand:
            if WeaponGlobals.getSkillTrack(skillId) == skilltrack:
                locked = False
                if not Freebooter.getPaidStatus(base.localAvatar.getDoId()):
                    locked = not WeaponGlobals.canFreeUse(skillId)
                
                if inv.getStackQuantity(skillId) >= minlvl:
                    skill = (skillId, True, locked)
                else:
                    skill = (skillId, False, locked)
                choices.append(skill)
            
            skillId += 1
    elif repId == InventoryType.KettleRep:
        skillId = InventoryType.begin_WeaponSkillKettle
#.........这里部分代码省略.........
开发者ID:Puggyblue999,项目名称:PiratesOfTheCarribeanOnline,代码行数:103,代码来源:RadialMenu.py


注:本文中的pirates.battle.WeaponGlobals.canFreeUse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。