本文整理汇总了Python中pirates.battle.WeaponGlobals.isProjectileSkill方法的典型用法代码示例。如果您正苦于以下问题:Python WeaponGlobals.isProjectileSkill方法的具体用法?Python WeaponGlobals.isProjectileSkill怎么用?Python WeaponGlobals.isProjectileSkill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类pirates.battle.WeaponGlobals
的用法示例。
在下文中一共展示了WeaponGlobals.isProjectileSkill方法的2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: _DistributedShipBroadside__requestAttack
# 需要导入模块: from pirates.battle import WeaponGlobals [as 别名]
# 或者: from pirates.battle.WeaponGlobals import isProjectileSkill [as 别名]
def _DistributedShipBroadside__requestAttack(self, index, side, targetPos, flightTime):
if side == 0:
if self.leftBroadside and self.leftBroadsideConfig:
cannonList = self.leftBroadside
cannonConfig = self.leftBroadsideConfig
skillId = EnemySkills.LEFT_BROADSIDE
elif side == 1:
if self.rightBroadside and self.rightBroadsideConfig:
cannonList = self.rightBroadside
cannonConfig = self.rightBroadsideConfig
skillId = EnemySkills.RIGHT_BROADSIDE
ammoSkillId = self.ammoType
if cannonList and cannonConfig:
cannonList[index].playFire()
cballSpawnPoint = cannonList[index].locator
cballSpawnPoint.setP(render, 0)
self.playFireEffect(cballSpawnPoint, ammoSkillId)
if not WeaponGlobals.isProjectileSkill(skillId, ammoSkillId):
return None
pos = cballSpawnPoint.getPos(render) + Vec3(0, -25, 0)
if targetPos:
self.playAttack(skillId, ammoSkillId, pos, targetPos = targetPos, flightTime = flightTime)
else:
m = cballSpawnPoint.getMat(self)
power = WeaponGlobals.getAttackProjectilePower(ammoSkillId) * CannonGlobals.BROADSIDE_POWERMOD
if side == 1:
startVel = m.xformVec(Vec3(0, -power, 90))
else:
startVel = m.xformVec(Vec3(0, -power, 90))
self.playAttack(skillId, ammoSkillId, pos, startVel)
示例2: playAttack
# 需要导入模块: from pirates.battle import WeaponGlobals [as 别名]
# 或者: from pirates.battle.WeaponGlobals import isProjectileSkill [as 别名]
def playAttack(self, skillId, ammoSkillId, pos = 0, startVel = 0, targetPos = None, flightTime = 0):
if not WeaponGlobals.isProjectileSkill(skillId, ammoSkillId):
if self.localAvatarUsingWeapon:
localAvatar.composeRequestTargetedSkill(skillId, ammoSkillId)
return None
self.ammoSequence = self.ammoSequence + 1 & 255
buffs = []
if self.av:
buffs = self.av.getSkillEffects()
ammo = self.getProjectile(ammoSkillId, self.projectileHitEvent, buffs)
ammo.setPos(pos)
if skillId == EnemySkills.LEFT_BROADSIDE:
ammo.setH(render, self.ship.getH(render) + 90)
elif skillId == EnemySkills.RIGHT_BROADSIDE:
ammo.setH(render, self.ship.getH(render) - 90)
collNode = ammo.getCollNode()
collNode.reparentTo(render)
ammo.setTag('ammoSequence', str(self.ammoSequence))
ammo.setTag('skillId', str(int(skillId)))
ammo.setTag('ammoSkillId', str(int(ammoSkillId)))
if self.av:
ammo.setTag('attackerId', str(self.av.doId))
startPos = pos
endPlaneZ = -10
if self.ship:
ammo.setTag('shipId', str(self.ship.doId))
self.shotNum += 1
if self.shotNum > 100000:
self.shotNum = 0
ammo.setTag('shotNum', str(self.shotNum))
self.baseVel = self.ship.worldVelocity
if startPos[2] < endPlaneZ:
self.notify.warning('bad startPos Z: %s' % startPos[2])
return None
if targetPos is None:
startVel += self.baseVel
pi = ProjectileInterval(ammo, startPos = startPos, startVel = startVel, endZ = endPlaneZ, gravityMult = 2.0, collNode = collNode)
elif self.ship.getNPCship():
pi = ProjectileInterval(ammo, endZ = endPlaneZ, startPos = startPos, wayPoint = targetPos, timeToWayPoint = flightTime, gravityMult = 0.5, collNode = collNode)
else:
pi = ProjectileInterval(ammo, endZ = endPlaneZ, startPos = startPos, wayPoint = targetPos, timeToWayPoint = flightTime, gravityMult = 1.2, collNode = collNode)
if base.cr.cannonballCollisionDebug == 1 or base.cr.cannonballCollisionDebug == 2:
addFunc = Func(base.cTrav.addCollider, collNode, ammo.collHandler)
delFunc = Func(base.cTrav.removeCollider, collNode)
else:
addFunc = Wait(0)
delFunc = Wait(0)
s = Parallel(Sequence(Wait(0.10000000000000001), addFunc), Sequence(pi, Func(ammo.destroy), delFunc))
ammo.setIval(s, start = True)