本文整理汇总了Python中toontown.parties.DistributedPartyActivity.DistributedPartyActivity.load方法的典型用法代码示例。如果您正苦于以下问题:Python DistributedPartyActivity.load方法的具体用法?Python DistributedPartyActivity.load怎么用?Python DistributedPartyActivity.load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toontown.parties.DistributedPartyActivity.DistributedPartyActivity
的用法示例。
在下文中一共展示了DistributedPartyActivity.load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: load
# 需要导入模块: from toontown.parties.DistributedPartyActivity import DistributedPartyActivity [as 别名]
# 或者: from toontown.parties.DistributedPartyActivity.DistributedPartyActivity import load [as 别名]
def load(self):
DistributedPartyTrampolineActivity.notify.debug('load')
DistributedPartyActivity.load(self)
self.loadModels()
self.loadCollision()
self.loadGUI()
self.loadSounds()
self.loadIntervals()
self.activityFSM = TrampolineActivityFSM(self)
self.activityFSM.request('Idle')
self.animFSM = TrampolineAnimFSM(self)
self.setBestHeightInfo('', 0)
示例2: load
# 需要导入模块: from toontown.parties.DistributedPartyActivity import DistributedPartyActivity [as 别名]
# 或者: from toontown.parties.DistributedPartyActivity.DistributedPartyActivity import load [as 别名]
def load(self):
DistributedPartyActivity.load(self)
self.jukebox = Actor('phase_13/models/parties/jukebox_model', {'dance': 'phase_13/models/parties/jukebox_dance'})
self.jukebox.reparentTo(self.root)
self.collNode = CollisionNode(self.getCollisionName())
self.collNode.setCollideMask(ToontownGlobals.CameraBitmask | ToontownGlobals.WallBitmask)
collTube = CollisionTube(0, 0, 0, 0.0, 0.0, 4.25, 2.25)
collTube.setTangible(1)
self.collNode.addSolid(collTube)
self.collNodePath = self.jukebox.attachNewNode(self.collNode)
self.sign.setPos(-5.0, 0, 0)
self.activate()
示例3: load
# 需要导入模块: from toontown.parties.DistributedPartyActivity import DistributedPartyActivity [as 别名]
# 或者: from toontown.parties.DistributedPartyActivity.DistributedPartyActivity import load [as 别名]
def load(self):
DistributedPartyActivity.load(self)
self.danceFloor = loader.loadModel(self.model)
self.danceFloor.reparentTo(self.getParentNodePath())
self.danceFloor.setPos(self.x, self.y, 0.0)
self.danceFloor.setH(self.h)
self.danceFloor.wrtReparentTo(render)
self.sign.setPos(22, -22, 0)
floor = self.danceFloor.find('**/danceFloor_mesh')
self.danceFloorSequence = Sequence(Wait(0.3), Func(floor.setH, floor, 36))
discoBall = self.danceFloor.find('**/discoBall_mesh')
self.discoBallSequence = Parallel(discoBall.hprInterval(6.0, Vec3(360, 0, 0)), Sequence(discoBall.posInterval(3, Point3(0, 0, 1), blendType='easeInOut'), discoBall.posInterval(3, Point3(0, 0, 0), blendType='easeInOut')))
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:14,代码来源:DistributedPartyDanceActivityBase.py
示例4: load
# 需要导入模块: from toontown.parties.DistributedPartyActivity import DistributedPartyActivity [as 别名]
# 或者: from toontown.parties.DistributedPartyActivity.DistributedPartyActivity import load [as 别名]
def load(self, loadModels = 1, arenaModel = 'partyCatchTree'):
self.notify.info('load()')
DistributedPartyCatchActivity.notify.debug('PartyCatch: load')
self.activityFSM = CatchActivityFSM(self)
self.defineConstants()
self.treesAndFence = loader.loadModel('phase_13/models/parties/%s' % arenaModel)
self.treesAndFence.setScale(0.9)
self.treesAndFence.find('**/fence_floor').setPos(0.0, 0.0, 0.1)
self.treesAndFence.reparentTo(self.root)
ground = self.treesAndFence.find('**/groundPlane')
ground.setBin('ground', 1)
DistributedPartyActivity.load(self)
exitText = TextNode('PartyCatchExitText')
exitText.setCardAsMargin(0.1, 0.1, 0.1, 0.1)
exitText.setCardDecal(True)
exitText.setCardColor(1.0, 1.0, 1.0, 0.0)
exitText.setText(TTLocalizer.PartyCatchActivityExit)
exitText.setTextColor(0.0, 8.0, 0.0, 0.9)
exitText.setAlign(exitText.ACenter)
exitText.setFont(ToontownGlobals.getBuildingNametagFont())
exitText.setShadowColor(0, 0, 0, 1)
exitText.setBin('fixed')
if TTLocalizer.BuildingNametagShadow:
exitText.setShadow(*TTLocalizer.BuildingNametagShadow)
exitTextLoc = self.treesAndFence.find('**/loc_exitSignText')
exitTextNp = exitTextLoc.attachNewNode(exitText)
exitTextNp.setDepthWrite(0)
exitTextNp.setScale(4)
exitTextNp.setZ(-.5)
self.sign.reparentTo(self.treesAndFence.find('**/loc_eventSign'))
self.sign.wrtReparentTo(self.root)
self.avatarNodePath = NodePath('PartyCatchAvatarNodePath')
self.avatarNodePath.reparentTo(self.root)
self._avatarNodePathParentToken = 3
base.cr.parentMgr.registerParent(self._avatarNodePathParentToken, self.avatarNodePath)
self.toonSDs = {}
self.dropShadow = loader.loadModelOnce('phase_3/models/props/drop_shadow')
self.dropObjModels = {}
if loadModels:
self.__loadDropModels()
self.sndGoodCatch = base.loadSfx('phase_4/audio/sfx/SZ_DD_treasure.ogg')
self.sndOof = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.ogg')
self.sndAnvilLand = base.loadSfx('phase_4/audio/sfx/AA_drop_anvil_miss.ogg')
self.sndPerfect = base.loadSfx('phase_4/audio/sfx/ring_perfect.ogg')
self.__textGen = TextNode('partyCatchActivity')
self.__textGen.setFont(ToontownGlobals.getSignFont())
self.__textGen.setAlign(TextNode.ACenter)
self.activityFSM.request('Idle')
示例5: load
# 需要导入模块: from toontown.parties.DistributedPartyActivity import DistributedPartyActivity [as 别名]
# 或者: from toontown.parties.DistributedPartyActivity.DistributedPartyActivity import load [as 别名]
def load(self):
self.notify.debug('load')
DistributedPartyActivity.load(self)
base.cr.playGame.hood.loader.loadClouds()
base.cr.playGame.hood.loader.setCloudSwitch(1)
self.shadow = loader.loadModel('phase_3/models/props/drop_shadow')
self.shadowNode = hidden.attachNewNode('dropShadow')
self.shadow.copyTo(self.shadowNode)
self.shadowNode.setColor(0, 0, 0, 0.5)
self.shadowNode.setBin('fixed', 0, 1)
self.splash = Splash.Splash(render)
self.dustCloud = DustCloud.DustCloud(render)
self.dustCloud.setBillboardPointEye()
self.sndHitGround = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.mp3')
self.sndHitWater = base.loadSfx('phase_4/audio/sfx/MG_cannon_splash.mp3')
self.sndHitHouse = base.loadSfx('phase_5/audio/sfx/AA_drop_sandbag.mp3')
self.sndBounce1 = base.loadSfx('phase_13/audio/sfx/bounce1.mp3')
self.sndBounce2 = base.loadSfx('phase_13/audio/sfx/bounce2.mp3')
self.sndBounce3 = base.loadSfx('phase_13/audio/sfx/bounce3.mp3')
self.onstage()
self.sign.reparentTo(hidden)
self.sign.setPos(-6.0, 10.0, 0.0)
self.accept(FireworksStartedEvent, self.__handleFireworksStarted)
self.accept(FireworksFinishedEvent, self.__handleFireworksFinished)
示例6: load
# 需要导入模块: from toontown.parties.DistributedPartyActivity import DistributedPartyActivity [as 别名]
# 或者: from toontown.parties.DistributedPartyActivity.DistributedPartyActivity import load [as 别名]
def load(self, loadModels = 1, arenaModel = 'partyCatchTree'):
self.notify.info('load()')
DistributedPartyCatchActivity.notify.debug('PartyCatch: load')
self.activityFSM = CatchActivityFSM(self)
if __dev__:
for o in xrange(3):
print {0: 'SPOTS PER PLAYER',
1: 'DROPS PER MINUTE PER SPOT DURING NORMAL DROP PERIOD',
2: 'DROPS PER MINUTE PER PLAYER DURING NORMAL DROP PERIOD'}[o]
for i in xrange(1, self.FallRateCap_Players + 10):
self.defineConstants(forceNumPlayers=i)
numDropLocations = self.DropRows * self.DropColumns
numDropsPerMin = 60.0 / self.DropPeriod
if o == 0:
spotsPerPlayer = numDropLocations / float(i)
print '%2d PLAYERS: %s' % (i, spotsPerPlayer)
elif o == 1:
numDropsPerMinPerSpot = numDropsPerMin / numDropLocations
print '%2d PLAYERS: %s' % (i, numDropsPerMinPerSpot)
elif i > 0:
numDropsPerMinPerPlayer = numDropsPerMin / i
print '%2d PLAYERS: %s' % (i, numDropsPerMinPerPlayer)
self.defineConstants()
self.treesAndFence = loader.loadModel('phase_13/models/parties/%s' % arenaModel)
self.treesAndFence.setScale(0.9)
self.treesAndFence.find('**/fence_floor').setPos(0.0, 0.0, 0.1)
self.treesAndFence.reparentTo(self.root)
ground = self.treesAndFence.find('**/groundPlane')
ground.setBin('ground', 1)
DistributedPartyActivity.load(self)
exitText = TextNode('PartyCatchExitText')
exitText.setCardAsMargin(0.1, 0.1, 0.1, 0.1)
exitText.setCardDecal(True)
exitText.setCardColor(1.0, 1.0, 1.0, 0.0)
exitText.setText(TTLocalizer.PartyCatchActivityExit)
exitText.setTextColor(0.0, 8.0, 0.0, 0.9)
exitText.setAlign(exitText.ACenter)
exitText.setFont(ToontownGlobals.getBuildingNametagFont())
exitText.setShadowColor(0, 0, 0, 1)
exitText.setBin('fixed')
if TTLocalizer.BuildingNametagShadow:
exitText.setShadow(*TTLocalizer.BuildingNametagShadow)
exitTextLoc = self.treesAndFence.find('**/loc_exitSignText')
exitTextNp = exitTextLoc.attachNewNode(exitText)
exitTextNp.setDepthWrite(0)
exitTextNp.setScale(4)
exitTextNp.setZ(-.5)
self.sign.reparentTo(self.treesAndFence.find('**/loc_eventSign'))
self.sign.wrtReparentTo(self.root)
self.avatarNodePath = NodePath('PartyCatchAvatarNodePath')
self.avatarNodePath.reparentTo(self.root)
self._avatarNodePathParentToken = 3
base.cr.parentMgr.registerParent(self._avatarNodePathParentToken, self.avatarNodePath)
self.toonSDs = {}
self.dropShadow = loader.loadModelOnce('phase_3/models/props/drop_shadow')
self.dropObjModels = {}
if loadModels:
self.__loadDropModels()
self.sndGoodCatch = base.loadSfx('phase_4/audio/sfx/SZ_DD_treasure.ogg')
self.sndOof = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.ogg')
self.sndAnvilLand = base.loadSfx('phase_4/audio/sfx/AA_drop_anvil_miss.ogg')
self.sndPerfect = base.loadSfx('phase_4/audio/sfx/ring_perfect.ogg')
self.__textGen = TextNode('partyCatchActivity')
self.__textGen.setFont(ToontownGlobals.getSignFont())
self.__textGen.setAlign(TextNode.ACenter)
self.activityFSM.request('Idle')
示例7: load
# 需要导入模块: from toontown.parties.DistributedPartyActivity import DistributedPartyActivity [as 别名]
# 或者: from toontown.parties.DistributedPartyActivity.DistributedPartyActivity import load [as 别名]
def load(self):
DistributedPartyActivity.load(self)
self.teamActivityGui = TeamActivityGui(self)
self.activityFSM = TeamActivityFSM(self)