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Python Property.export方法代码示例

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


在下文中一共展示了Property.export方法的7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: build_instance_data

# 需要导入模块: from property_parser import Property [as 别名]
# 或者: from property_parser.Property import export [as 别名]
    def build_instance_data(editoritems: Property):
        """Build a property tree listing all of the instances for each item.
        as well as another listing the input and output commands.
        VBSP uses this to reduce duplication in VBSP_config files.

        This additionally strips custom instance definitions from the original
        list.
        """
        instance_locs = Property("AllInstances", [])
        cust_inst = Property("CustInstances", [])
        commands = Property("Connections", [])
        root_block = Property(None, [instance_locs, cust_inst, commands])

        for item in editoritems.find_all("Item"):
            instance_block = Property(item['Type'], [])
            instance_locs.append(instance_block)

            comm_block = Property(item['Type'], [])

            for inst_block in item.find_all("Exporting", "instances"):
                for inst in inst_block.value[:]:  # type: Property
                    if inst.name.isdigit():
                        # Direct Portal 2 value
                        instance_block.append(
                            Property('Instance', inst['Name'])
                        )
                    else:
                        # It's a custom definition, remove from editoritems
                        inst_block.value.remove(inst)
                        cust_inst.set_key(
                            (item['type'], inst.name),
                            # Allow using either the normal block format,
                            # or just providing the file - we don't use the
                            # other values.
                            inst['name'] if inst.has_children() else inst.value,
                        )

            # Look in the Inputs and Outputs blocks to find the io definitions.
            # Copy them to property names like 'Input_Activate'.
            for io_type in ('Inputs', 'Outputs'):
                for block in item.find_all('Exporting', io_type, CONN_NORM):
                    for io_prop in block:
                        comm_block[
                            io_type[:-1] + '_' + io_prop.real_name
                        ] = io_prop.value

            # The funnel item type is special, having the additional input type.
            # Handle that specially.
            if item['type'] == 'item_tbeam':
                for block in item.find_all('Exporting', 'Inputs', CONN_FUNNEL):
                    for io_prop in block:
                        comm_block['TBEAM_' + io_prop.real_name] = io_prop.value

            # Only add the block if the item actually has IO.
            if comm_block.value:
                commands.append(comm_block)

        return root_block.export()
开发者ID:SpyyZ158,项目名称:BEE2.4,代码行数:60,代码来源:gameMan.py

示例2: gen_sound_manifest

# 需要导入模块: from property_parser import Property [as 别名]
# 或者: from property_parser.Property import export [as 别名]
def gen_sound_manifest(additional, excludes):
    """Generate a new game_sounds_manifest.txt file.

    This includes all the current scripts defined, plus any custom ones.
    Excludes is a list of scripts to remove from the listing - this allows
    overriding the sounds without VPK overrides.
    """
    if not additional:
        return  # Don't pack, there aren't any new sounds..

    orig_manifest = os.path.join(
        '..',
        SOUND_MAN_FOLDER.get(CONF['game_id', ''], 'portal2'),
        'scripts',
        'game_sounds_manifest.txt',
    )

    try:
        with open(orig_manifest) as f:
            props = Property.parse(f, orig_manifest).find_key(
                'game_sounds_manifest', [],
            )
    except FileNotFoundError:  # Assume no sounds
        props = Property('game_sounds_manifest', [])

    scripts = [prop.value for prop in props.find_all('precache_file')]

    for script in additional:
        scripts.append(script)

        # For our packed scripts, force the game to load them
        # (we know they're used).
        scripts.append('!' + script)

    for script in excludes:
        try:
            scripts.remove(script)
        except ValueError:
            LOGGER.warning(
                '"{}" should be excluded, but it\'s'
                ' not in the manifest already!',
                script,
            )

    # Build and unbuild it to strip other things out - Valve includes a bogus
    # 'new_sound_scripts_must_go_below_here' entry..
    new_props = Property('game_sounds_manifest', [
        Property('precache_file', file)
        for file in scripts
    ])

    inject_loc = os.path.join('bee2', 'inject', 'soundscript_manifest.txt')
    with open(inject_loc, 'w') as f:
        for line in new_props.export():
            f.write(line)
    LOGGER.info('Written new soundscripts_manifest..')
开发者ID:GLiTcH2,项目名称:BEE2.4,代码行数:58,代码来源:vrad.py

示例3: build_instance_data

# 需要导入模块: from property_parser import Property [as 别名]
# 或者: from property_parser.Property import export [as 别名]
    def build_instance_data(editoritems: Property):
        """Build a property tree listing all of the instances for each item.
        as well as another listing the input and output commands.
        VBSP uses this to reduce duplication in VBSP_config files.
        """
        instance_locs = Property("AllInstances", [])
        commands = Property("Connections", [])
        root_block = Property(None, [instance_locs, commands])

        for item in editoritems.find_all("Item"):
            instance_block = Property(item['Type'], [])
            instance_locs.append(instance_block)

            comm_block = Property(item['Type'], [])

            for inst_block in item.find_all("Exporting", "instances"):
                for inst in inst_block:
                    instance_block.append(
                        Property('Instance', inst['Name'])
                    )

            # Look in the Inputs and Outputs blocks to find the io definitions.
            # Copy them to property names like 'Input_Activate'.
            for io_type in ('Inputs', 'Outputs'):
                for block in item.find_all('Exporting', io_type, CONN_NORM):
                    for io_prop in block:
                        comm_block[
                            io_type[:-1] + '_' + io_prop.real_name
                        ] = io_prop.value

            # The funnel item type is special, having the additional input type.
            # Handle that specially.
            if item['type'] == 'item_tbeam':
                for block in item.find_all('Exporting', 'Inputs', CONN_FUNNEL):
                    for io_prop in block:
                        comm_block['TBEAM_' + io_prop.real_name] = io_prop.value

            # Only add the block if the item actually has IO.
            if comm_block.value:
                commands.append(comm_block)

        return root_block.export()
开发者ID:goodDOS,项目名称:BEE2.4,代码行数:44,代码来源:gameMan.py

示例4: gen_part_manifest

# 需要导入模块: from property_parser import Property [as 别名]
# 或者: from property_parser.Property import export [as 别名]
def gen_part_manifest(additional):
    """Generate a new particle system manifest file.

    This includes all the current ones defined, plus any custom ones.
    """
    if not additional:
        return  # Don't pack, there aren't any new particles..

    orig_manifest = os.path.join(
        '..',
        GAME_FOLDER.get(CONF['game_id', ''], 'portal2'),
        'particles',
        'particles_manifest.txt',
    )

    try:
        with open(orig_manifest) as f:
            props = Property.parse(f, orig_manifest).find_key(
                'particles_manifest', [],
            )
    except FileNotFoundError:  # Assume no particles
        props = Property('particles_manifest', [])

    parts = [prop.value for prop in props.find_all('file')]

    for particle in additional:
        parts.append(particle)

    # Build and unbuild it to strip comments and similar lines.
    new_props = Property('particles_manifest', [
        Property('file', file)
        for file in parts
    ])

    inject_loc = os.path.join('bee2', 'inject', 'particles_manifest.txt')
    with open(inject_loc, 'w') as f:
        for line in new_props.export():
            f.write(line)

    LOGGER.info('Written new particles_manifest..')
开发者ID:GLiTcH2,项目名称:BEE2.4,代码行数:42,代码来源:vrad.py

示例5: gen_sound_manifest

# 需要导入模块: from property_parser import Property [as 别名]
# 或者: from property_parser.Property import export [as 别名]
def gen_sound_manifest(additional, has_music=False):
    """Generate a new game_sounds_manifest.txt file.

    This includes all the current scripts defined, plus any custom ones.
    """
    orig_manifest = os.path.join(
        '..',
        SOUND_MAN_FOLDER.get(CONF['game_id', ''], 'portal2'),
        'scripts',
        'game_sounds_manifest.txt',
    )
    try:
        with open(orig_manifest) as f:
            props = Property.parse(f, orig_manifest).find_key(
                'game_sounds_manifest', [],
            )
    except FileNotFoundError:  # Assume no sounds
        props = Property('game_sounds_manifest', [])

    scripts = [prop.value for prop in props.find_all('precache_file')]

    for script in additional:
        scripts.append(script)

    # Build and unbuild it to strip other things out - Valve includes a bogus
    # 'new_sound_scripts_must_go_below_here' entry..
    new_props = Property('game_sounds_manifest', [
        Property('precache_file', file)
        for file in scripts
    ])

    inject_loc = os.path.join('bee2', 'inject', 'soundscript_manifest.txt')
    with open(inject_loc, 'w') as f:
        for line in new_props.export():
            f.write(line)
    LOGGER.info('Written new soundscripts_manifest..')
开发者ID:SpyyZ158,项目名称:BEE2.4,代码行数:38,代码来源:vrad.py

示例6: export

# 需要导入模块: from property_parser import Property [as 别名]
# 或者: from property_parser.Property import export [as 别名]
    def export(
            self,
            style,
            all_items,
            music,
            skybox,
            voice,
            style_vars,
            elevator,
            ):
        """Generate the editoritems.txt and vbsp_config.

        - If no backup is present, the original editoritems is backed up
        - We unlock the mandatory items if specified
        -
        """
        print('--------------------')
        print('Exporting Items and Style for "' + self.name + '"!')
        print('Style =', style)
        print('Music =', music)
        print('Voice =', voice)
        print('Skybox =', skybox)
        print('Elevator = ', elevator)
        print('Style Vars:\n  {')
        for key, val in style_vars.items():
            print('  {} = {!s}'.format(key, val))
        print('  }')

        vbsp_config = style.config.copy()

        # Editoritems.txt is composed of a "ItemData" block, holding "Item" and
        # "Renderables" sections.
        editoritems = Property("ItemData", *style.editor.find_all('Item'))

        for item in sorted(all_items):
            item_block, editor_parts, config_part = all_items[item].export()
            editoritems += item_block
            editoritems += editor_parts
            vbsp_config += config_part

        if voice is not None:
            vbsp_config += voice.config

        if skybox is not None:
            vbsp_config.set_key(
                ('Textures', 'Special', 'Sky'),
                skybox.material,
            )
            vbsp_config += skybox.config

        if music is not None:
            if music.sound is not None:
                vbsp_config.set_key(
                    ('Options', 'music_SoundScript'),
                    music.sound,
                )
            if music.inst is not None:
                vbsp_config.set_key(
                    ('Options', 'music_instance'),
                    music.inst,
                )

            vbsp_config.set_key(('Options', 'music_ID'), music.id)
            vbsp_config += music.config

        vbsp_config.set_key(('Options', 'BEE2_loc'),
            os.path.dirname(os.getcwd()) # Go up one dir to our actual location
        )

        # If there are multiple of these blocks, merge them together
        vbsp_config.merge_children('Conditions',
                                   'InstanceFiles',
                                   'Options',
                                   'StyleVars',
                                   'Textures')

        vbsp_config.ensure_exists('StyleVars')
        vbsp_config['StyleVars'] += [
            Property(key, utils.bool_as_int(val))
            for key, val in
            style_vars.items()
        ]

        for name, file, ext in FILES_TO_BACKUP:
            item_path = self.abs_path(file + ext)
            backup_path = self.abs_path(file + '_original' + ext)
            if os.path.isfile(item_path) and not os.path.isfile(backup_path):
                print('Backing up original ' + name + '!')
                shutil.copy(item_path, backup_path)

        # This is the connections "heart" icon and "error" icon
        editoritems += style.editor.find_key("Renderables", [])

        # Build a property tree listing all of the instances for each item
        all_instances = Property("AllInstances", [])
        for item in editoritems.find_all("Item"):
            item_prop = Property(item['Type'], [])
            all_instances.append(item_prop)
            for inst_block in item.find_all("Exporting", "instances"):
                for inst in inst_block:
#.........这里部分代码省略.........
开发者ID:xDadiKx,项目名称:BEE2.4,代码行数:103,代码来源:gameMan.py

示例7: export

# 需要导入模块: from property_parser import Property [as 别名]
# 或者: from property_parser.Property import export [as 别名]
    def export(
            self,
            style,
            all_items,
            music,
            skybox,
            voice,
            style_vars,
            elevator,
            pack_list,
            editor_sounds,
            should_refresh=False,
            ):
        """Generate the editoritems.txt and vbsp_config.

        - If no backup is present, the original editoritems is backed up.
        - We unlock the mandatory items if specified.
        -
        """
        LOGGER.info('-' * 20)
        LOGGER.info('Exporting Items and Style for "{}"!', self.name)
        LOGGER.info('Style = {}', style)
        LOGGER.info('Music = {}', music)
        LOGGER.info('Voice = {}', voice)
        LOGGER.info('Skybox = {}', skybox)
        LOGGER.info('Elevator = {}', elevator)
        LOGGER.info('Style Vars:')
        LOGGER.info('  {')
        for key, val in style_vars.items():
            LOGGER.info('  {} = {!s}', key, val)
        LOGGER.info('  }')
        LOGGER.info('{} Pack Lists!', len(pack_list))
        LOGGER.info('{} Editor Sounds!', len(editor_sounds))
        LOGGER.info('-' * 20)

        # VBSP, VRAD, editoritems
        export_screen.set_length('BACK', len(FILES_TO_BACKUP))
        export_screen.set_length(
            'CONF',
            # VBSP_conf, Editoritems, instances, gameinfo, pack_lists,
            # editor_sounds, template VMF
            7 +
            # Don't add the voicelines to the progress bar if not selected
            (0 if voice is None else len(VOICE_PATHS)),
        )
        # files in compiler/
        export_screen.set_length('COMP', len(os.listdir('../compiler')))

        if should_refresh:
            export_screen.set_length('RES', extract_packages.res_count)
        else:
            export_screen.skip_stage('RES')

        export_screen.show()
        export_screen.grab_set_global()  # Stop interaction with other windows

        vbsp_config = style.config.copy()

        # Editoritems.txt is composed of a "ItemData" block, holding "Item" and
        # "Renderables" sections.
        editoritems = Property("ItemData", list(style.editor.find_all('Item')))

        for item in sorted(all_items):
            item_block, editor_parts, config_part = all_items[item].export()
            editoritems += item_block
            editoritems += editor_parts
            vbsp_config += config_part

        if voice is not None:
            vbsp_config += voice.config

        if skybox is not None:
            vbsp_config.set_key(
                ('Textures', 'Special', 'Sky'),
                skybox.material,
            )
            vbsp_config += skybox.config

        if style.has_video:
            if elevator is None:
                # Use a randomised video
                vbsp_config.set_key(
                    ('Elevator', 'type'),
                    'RAND',
                )
            elif elevator.id == 'VALVE_BLUESCREEN':
                # This video gets a special script and handling
                vbsp_config.set_key(
                    ('Elevator', 'type'),
                    'BSOD',
                )
            else:
                # Use the particular selected video
                vbsp_config.set_key(
                    ('Elevator', 'type'),
                    'FORCE',
                )
                vbsp_config.set_key(
                    ('Elevator', 'horiz'),
                    elevator.horiz_video,
#.........这里部分代码省略.........
开发者ID:goodDOS,项目名称:BEE2.4,代码行数:103,代码来源:gameMan.py


注:本文中的property_parser.Property.export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。