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Python NPCToons.createNpcsInZone方法代码示例

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


在下文中一共展示了NPCToons.createNpcsInZone方法的14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: createZone

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
 def createZone(self):
     HoodAI.createZone(self)
     self.air.dnaStoreMap[self.HOOD] = self.air.loadDNA(self.air.genDNAFileName(self.HOOD)).generateData()
     self.createTrolley()
     self.createTreasurePlanner()
     self.buildingMgr = DistributedBuildingMgrAI(self.air, self.HOOD, self.air.dnaStoreMap[self.HOOD], self.air.trophyMgr)
     NPCToons.createNpcsInZone(self.air, self.HOOD)
开发者ID:AdrianF98,项目名称:Toontown-Rewritten,代码行数:9,代码来源:SZHoodAI.py

示例2: spawn

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def spawn(air, zone, element, match):
    if zone % 1000 != 0:
        # This should hopefully create the Fishermen NPCs on streets.
        NPCToons.createNpcsInZone(air, zone)
    pond = DistributedFishingPondAI(air)
    area = ZoneUtil.getBranchZone(zone)
    pond.setArea(area)
    pond.generateWithRequired(zone)
    bingoMgr = DistributedPondBingoManagerAI(air)
    bingoMgr.setPondDoId(pond.getDoId())
    bingoMgr.generateWithRequired(zone)
    pond.bingoMgr = bingoMgr
    pond.bingoMgr.createGame()
    simbase.air.fishManager.ponds[zone] = pond
    
    for i in range(FishingTargetGlobals.getNumTargets(area)):
                target = DistributedFishingTargetAI(simbase.air)
                target.setPondDoId(pond.getDoId())
                target.generateWithRequired(zone)
    for child in element.children:
        if isinstance(child, DNAProp) and 'fishing_spot' in child.code:
            spot = DistributedFishingSpotAI(air)
            spot.setPondDoId(pond.getDoId())
            x, y, z = child.getPos()
            h, p, r = child.getHpr()
            spot.setPosHpr(x, y, z, h, p, r)
            spot.generateWithRequired(zone)
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:29,代码来源:DistributedFishingPondAI.py

示例3: createFishingPonds

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
 def createFishingPonds(self):
     self.fishingPonds = []
     fishingPondGroups = []
     for zoneId in self.getZoneTable():
         dnaData = self.air.dnaDataMap.get(zoneId, None)
         if dnaData.getName() == 'root':
             area = ZoneUtil.getCanonicalZoneId(zoneId)
             (foundFishingPonds, foundFishingPondGroups) = self.findFishingPonds(dnaData, zoneId, area)
             self.fishingPonds.extend(foundFishingPonds)
             fishingPondGroups.extend(foundFishingPondGroups)
     for fishingPond in self.fishingPonds:
         NPCToons.createNpcsInZone(self.air, fishingPond.zoneId)
     fishingSpots = []
     for (dnaGroup, fishingPond) in zip(fishingPondGroups, self.fishingPonds):
         fishingSpots.extend(self.findFishingSpots(dnaGroup, fishingPond))
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:17,代码来源:HoodAI.py

示例4: createFishingPonds

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
    def createFishingPonds(self):
        self.fishingPonds = []
        fishingPondGroups = []
        for zone in self.air.zoneTable[self.canonicalHoodId]:
            zoneId = ZoneUtil.getTrueZoneId(zone[0], self.zoneId)
            dnaData = self.air.dnaDataMap.get(zone[0], None)
            if isinstance(dnaData, DNAData):
                area = ZoneUtil.getCanonicalZoneId(zoneId)
                foundFishingPonds, foundFishingPondGroups = self.air.findFishingPonds(dnaData, zoneId, area)
                self.fishingPonds += foundFishingPonds
                fishingPondGroups += foundFishingPondGroups

        for distObj in self.fishingPonds:
            self.addDistObj(distObj)
            npcs = NPCToons.createNpcsInZone(self.air, distObj.zoneId)
            for npc in npcs:
                self.addDistObj(npc)

        fishingSpots = []
        for dnaGroup, distPond in zip(fishingPondGroups, self.fishingPonds):
            fishingSpots += self.air.findFishingSpots(dnaGroup, distPond)

        for distObj in fishingSpots:
            self.addDistObj(distObj)

        return
开发者ID:Toonerz,项目名称:Possible-Toontown-Online-Source,代码行数:28,代码来源:HoodDataAI.py

示例5: setup

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
    def setup(self, blockNumber):
        self.kartShopInterior = DistributedKartShopInteriorAI(
            blockNumber, self.air, self.interiorZone)
        self.kartShopInterior.generateWithRequired(self.interiorZone)

        self.npcs = NPCToons.createNpcsInZone(self.air, self.interiorZone)

        self.outsideDoor0 = DistributedDoorAI(
            self.air, blockNumber, DoorTypes.EXT_KS, doorIndex=1)
        self.outsideDoor1 = DistributedDoorAI(
            self.air, blockNumber, DoorTypes.EXT_KS, doorIndex=2)
        self.insideDoor0 = DistributedDoorAI(
            self.air, blockNumber, DoorTypes.INT_KS, doorIndex=1)
        self.insideDoor1 = DistributedDoorAI(
            self.air, blockNumber, DoorTypes.INT_KS, doorIndex=2)
        self.outsideDoor0.setOtherDoor(self.insideDoor0)
        self.outsideDoor1.setOtherDoor(self.insideDoor1)
        self.insideDoor0.setOtherDoor(self.outsideDoor0)
        self.insideDoor1.setOtherDoor(self.outsideDoor1)
        self.outsideDoor0.zoneId = self.exteriorZone
        self.outsideDoor1.zoneId = self.exteriorZone
        self.insideDoor0.zoneId = self.interiorZone
        self.insideDoor1.zoneId = self.interiorZone
        self.outsideDoor0.generateWithRequired(self.exteriorZone)
        self.outsideDoor1.generateWithRequired(self.exteriorZone)
        self.insideDoor0.generateWithRequired(self.interiorZone)
        self.insideDoor1.generateWithRequired(self.interiorZone)
        self.outsideDoor0.sendUpdate('setDoorIndex', [self.outsideDoor0.getDoorIndex()])
        self.outsideDoor1.sendUpdate('setDoorIndex', [self.outsideDoor1.getDoorIndex()])
        self.insideDoor0.sendUpdate('setDoorIndex', [self.insideDoor0.getDoorIndex()])
        self.insideDoor1.sendUpdate('setDoorIndex', [self.insideDoor1.getDoorIndex()])
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:33,代码来源:KartShopBuildingAI.py

示例6: setup

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
    def setup(self, blockNumber):
        self.interior = DistributedHQInteriorAI.DistributedHQInteriorAI(
            blockNumber, self.air, self.interiorZone)
        self.interior.generateWithRequired(self.interiorZone)

        self.npcs = NPCToons.createNpcsInZone(self.air, self.interiorZone)

        door0 = DistributedDoorAI.DistributedDoorAI(
            self.air, blockNumber, DoorTypes.EXT_HQ, doorIndex=0)
        door1 = DistributedDoorAI.DistributedDoorAI(
            self.air, blockNumber, DoorTypes.EXT_HQ, doorIndex=1)
        insideDoor0 = DistributedDoorAI.DistributedDoorAI(
            self.air, blockNumber, DoorTypes.INT_HQ, doorIndex=0)
        insideDoor1 = DistributedDoorAI.DistributedDoorAI(
            self.air, blockNumber, DoorTypes.INT_HQ, doorIndex=1)
        door0.setOtherDoor(insideDoor0)
        insideDoor0.setOtherDoor(door0)
        door1.setOtherDoor(insideDoor1)
        insideDoor1.setOtherDoor(door1)
        door0.zoneId = self.exteriorZone
        door1.zoneId = self.exteriorZone
        insideDoor0.zoneId = self.interiorZone
        insideDoor1.zoneId = self.interiorZone
        door0.generateWithRequired(self.exteriorZone)
        door1.generateWithRequired(self.exteriorZone)
        door0.sendUpdate('setDoorIndex', [door0.getDoorIndex()])
        door1.sendUpdate('setDoorIndex', [door1.getDoorIndex()])
        insideDoor0.generateWithRequired(self.interiorZone)
        insideDoor1.generateWithRequired(self.interiorZone)
        insideDoor0.sendUpdate('setDoorIndex', [insideDoor0.getDoorIndex()])
        insideDoor1.sendUpdate('setDoorIndex', [insideDoor1.getDoorIndex()])
        self.door0 = door0
        self.door1 = door1
        self.insideDoor0 = insideDoor0
        self.insideDoor1 = insideDoor1
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:37,代码来源:HQBuildingAI.py

示例7: startup

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
 def startup(self):
     self.createLobbyManager()
     self.createLobbyElevator()
     self.extDoor = self.makeCogHQDoor(self.lobbyZoneId, 0, 0, self.lobbyFADoorCode)
     if simbase.config.GetBool('want-boarding-groups', True):
         self.createBoardingParty()
     self.npcs = NPCToons.createNpcsInZone(self.air, self.zoneId)
开发者ID:RandomToon,项目名称:Toontown-2,代码行数:9,代码来源:CogHQAI.py

示例8: __init__

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
 def __init__(self, block, air, zoneId, building):
     DistributedObjectAI.DistributedObjectAI.__init__(self, air)
     self.block = block
     self.zoneId = zoneId
     self.building = building
     self.npcs = NPCToons.createNpcsInZone(air, zoneId)
     self.fsm = ClassicFSM.ClassicFSM('DistributedToonInteriorAI', [State.State('toon', self.enterToon, self.exitToon, ['beingTakenOver']), State.State('beingTakenOver', self.enterBeingTakenOver, self.exitBeingTakenOver, []), State.State('off', self.enterOff, self.exitOff, [])], 'toon', 'off')
     self.fsm.enterInitialState()
开发者ID:Toonerz,项目名称:Possible-Toontown-Online-Source,代码行数:10,代码来源:DistributedToonInteriorAI.py

示例9: createFishingPonds

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
 def createFishingPonds(self):
     self.fishingPonds = []
     fishingPondGroups = []
     for zoneId in self.getZoneTable():
         dnaData = self.air.dnaDataMap.get(zoneId, None)
         zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId)
         if dnaData.getName() == 'root':
             area = ZoneUtil.getCanonicalZoneId(zoneId)
             (foundFishingPonds, foundFishingPondGroups) = self.findFishingPonds(dnaData, zoneId, area)
             self.fishingPonds.extend(foundFishingPonds)
             fishingPondGroups.extend(foundFishingPondGroups)
     for fishingPond in self.fishingPonds:
         NPCToons.createNpcsInZone(self.air, fishingPond.zoneId)
     fishingSpots = []
     for (dnaGroup, fishingPond) in zip(fishingPondGroups, self.fishingPonds):
         fishingSpots.extend(self.findFishingSpots(dnaGroup, fishingPond))
     for fishingPond in self.fishingPonds:
         fishingPond.bingoMgr = DistributedPondBingoManagerAI(self.air)
         fishingPond.bingoMgr.setPondDoId(fishingPond.doId)
         fishingPond.bingoMgr.generateWithRequired(self.zoneId)
开发者ID:NostalgicTTR,项目名称:Toontown-Infinite-2016-Leak,代码行数:22,代码来源:HoodAI.py

示例10: __init__

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
    def __init__(self, block, air, zoneId, building):
        DistributedObjectAI.DistributedObjectAI.__init__(self, air)
        self.block = block
        self.zoneId = zoneId
        self.building = building
        self.npcs = NPCToons.createNpcsInZone(air, zoneId)
        self.fsm = ClassicFSM.ClassicFSM('DistributedToonInteriorAI', [State.State('toon', self.enterToon, self.exitToon, ['beingTakenOver']), State.State('beingTakenOver', self.enterBeingTakenOver, self.exitBeingTakenOver, []), State.State('off', self.enterOff, self.exitOff, [])], 'toon', 'off')
        self.fsm.enterInitialState()

        if config.GetBool('want-toonhall-cats', False):
            if self.zoneId == 2513:
                from toontown.ai.DistributedBlackCatMgrAI import DistributedBlackCatMgrAI
                self.blackCatMgr = DistributedBlackCatMgrAI(air)
                self.blackCatMgr.generateWithRequired(self.zoneId)
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:16,代码来源:DistributedToonInteriorAI.py

示例11: setup

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
 def setup(self, blockNumber):
     self.interior = DistributedGagshopInteriorAI.DistributedGagshopInteriorAI(blockNumber, self.air, self.interiorZone)
     self.npcs = NPCToons.createNpcsInZone(self.air, self.interiorZone)
     self.interior.generateWithRequired(self.interiorZone)
     door = DistributedDoorAI.DistributedDoorAI(self.air, blockNumber, DoorTypes.EXT_STANDARD)
     insideDoor = DistributedDoorAI.DistributedDoorAI(self.air, blockNumber, DoorTypes.INT_STANDARD)
     door.setOtherDoor(insideDoor)
     insideDoor.setOtherDoor(door)
     door.zoneId = self.exteriorZone
     insideDoor.zoneId = self.interiorZone
     door.generateWithRequired(self.exteriorZone)
     insideDoor.generateWithRequired(self.interiorZone)
     self.door = door
     self.insideDoor = insideDoor
开发者ID:AdrianF98,项目名称:Toontown-Rewritten,代码行数:16,代码来源:GagshopBuildingAI.py

示例12: announceGenerate

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
 def announceGenerate(self):
     DistributedObjectAI.announceGenerate(self)
     self.npcs = NPCToons.createNpcsInZone(self.air, self.zoneId)
开发者ID:gamerdave54321,项目名称:Toontown-House-Code,代码行数:5,代码来源:DistributedKartShopInteriorAI.py

示例13: _createObjects

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
    def _createObjects(self, group, zone):
        if group.getName()[:13] == 'fishing_pond_':
            visGroup = group.getVisGroup()
            pondZone = 0
            if visGroup is None:
                pondZone = zone
            else:
                pondZone = int(visGroup.getName().split(':')[0])

            pondIndex = int(group.getName()[13:])
            pond = DistributedFishingPondAI(simbase.air)
            pond.setArea(zone)
            pond.generateWithRequired(pondZone)
            #self.ponds[pondIndex] = pond
            
            bingoManager = DistributedPondBingoManagerAI(simbase.air)
            bingoManager.setPondDoId(pond.getDoId())
            bingoManager.generateWithRequired(pondZone)
            #temporary, until we have scheduled stuff
            bingoManager.createGame()
            pond.bingoMgr = bingoManager
            simbase.air.fishManager.ponds[zone] = pond

            for i in range(FishingTargetGlobals.getNumTargets(zone)):
                target = DistributedFishingTargetAI(simbase.air)
                target.setPondDoId(pond.getDoId())
                target.generateWithRequired(pondZone)

            for i in range(group.getNumChildren()):
                posSpot = group.at(i)
                if posSpot.getName()[:13] == 'fishing_spot_':
                    spot = DistributedFishingSpotAI(simbase.air)
                    spot.setPondDoId(pond.getDoId())
                    x, y, z = posSpot.getPos()
                    h, p, r = posSpot.getHpr()
                    spot.setPosHpr(x, y, z, h, p, r)
                    spot.generateWithRequired(pondZone)
                    
            NPCToons.createNpcsInZone(simbase.air, pondZone)
      
        elif group.getName()[:10] == 'racing_pad':
            index, dest = group.getName()[11:].split('_', 2)
            index = int(index)
            
            pad = DistributedRacePadAI(simbase.air)
            pad.setArea(zone)
            pad.nameType = dest
            pad.index = index
            nri = RaceGlobals.getNextRaceInfo(-1, dest, index)
            pad.setTrackInfo([nri[0], nri[1]])
            pad.generateWithRequired(zone)
            for i in range(group.getNumChildren()):
                posSpot = group.at(i)
                if posSpot.getName()[:14] == 'starting_block':
                    spotIndex = int(posSpot.getName()[15:])
                    x, y, z = posSpot.getPos()
                    h, p, r = posSpot.getHpr()
                    startingBlock = DistributedStartingBlockAI(simbase.air)
                    startingBlock.setPosHpr(x, y, z, h, p, r)
                    startingBlock.setPadDoId(pad.getDoId())
                    startingBlock.setPadLocationId(index)
                    startingBlock.generateWithRequired(zone)
                    pad.addStartingBlock(startingBlock)
        elif group.getName()[:11] == 'viewing_pad':
            pad = DistributedViewPadAI(simbase.air)
            pad.setArea(zone)
            pad.generateWithRequired(zone)
            for i in range(group.getNumChildren()):
                posSpot = group.at(i)
                if posSpot.getName()[:14] == 'starting_block':
                    spotIndex = int(posSpot.getName()[15:])
                    x, y, z = posSpot.getPos()
                    h, p, r = posSpot.getHpr()
                    startingBlock = DistributedViewingBlockAI(simbase.air)
                    startingBlock.setPosHpr(x, y, z, h, p, r)
                    startingBlock.setPadDoId(pad.getDoId())
                    startingBlock.setPadLocationId(0)
                    startingBlock.generateWithRequired(zone)
                    pad.addStartingBlock(startingBlock)
        if group.getName()[:15] == 'prop_party_gate':
            gate = DistributedPartyGateAI(simbase.air)
            gate.setArea(zone)
            gate.generateWithRequired(zone)
        for i in range(group.getNumChildren()):
            self._createObjects(group.at(i), zone)
开发者ID:OldToontown,项目名称:OldToontown,代码行数:87,代码来源:DNASpawnerAI.py

示例14: _createObjects

# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
    def _createObjects(self, group, zone):
        if group.getName()[:13] == "fishing_pond_":
            visGroup = group.getVisGroup()
            pondZone = 0
            if visGroup is None:
                pondZone = zone
            else:
                pondZone = int(visGroup.getName().split(":")[0])

            pondIndex = int(group.getName()[13:])
            pond = DistributedFishingPondAI(simbase.air)
            pond.setArea(zone)
            pond.generateWithRequired(pondZone)

            bingoManager = DistributedPondBingoManagerAI(simbase.air)
            bingoManager.setPondDoId(pond.getDoId())
            bingoManager.generateWithRequired(pondZone)
            # temporary, until we have scheduled stuff
            bingoManager.createGame()
            pond.bingoMgr = bingoManager
            simbase.air.fishManager.ponds[zone] = pond

            for i in range(FishingTargetGlobals.getNumTargets(zone)):
                target = DistributedFishingTargetAI(simbase.air)
                target.setPondDoId(pond.getDoId())
                target.generateWithRequired(pondZone)

            for i in range(group.getNumChildren()):
                posSpot = group.at(i)
                if posSpot.getName()[:13] == "fishing_spot_":
                    posSpot = group.atAsNode(i)
                    spot = DistributedFishingSpotAI(simbase.air)
                    spot.setPondDoId(pond.getDoId())
                    x, y, z = posSpot.getPos()
                    h, p, r = posSpot.getHpr()
                    spot.setPosHpr(x, y, z, h, p, r)
                    spot.generateWithRequired(pondZone)

            NPCToons.createNpcsInZone(simbase.air, pondZone)

        elif group.getName()[:10] == "racing_pad":
            index, dest = group.getName()[11:].split("_", 2)
            index = int(index)

            pad = DistributedRacePadAI(simbase.air)
            pad.setArea(zone)
            pad.nameType = dest
            pad.index = index
            nri = RaceGlobals.getNextRaceInfo(-1, dest, index)
            pad.setTrackInfo([nri[0], nri[1]])
            pad.generateWithRequired(zone)
            for i in range(group.getNumChildren()):
                posSpot = group.at(i)
                if posSpot.getName()[:14] == "starting_block":
                    spotIndex = int(posSpot.getName()[15:])
                    posSpot = group.atAsNode(i)
                    x, y, z = posSpot.getPos()
                    h, p, r = posSpot.getHpr()
                    startingBlock = DistributedStartingBlockAI(simbase.air)
                    startingBlock.setPosHpr(x, y, z, h, p, r)
                    startingBlock.setPadDoId(pad.getDoId())
                    startingBlock.setPadLocationId(index)
                    startingBlock.generateWithRequired(zone)
                    pad.addStartingBlock(startingBlock)

        elif group.getName()[:11] == "viewing_pad":
            pad = DistributedViewPadAI(simbase.air)
            pad.setArea(zone)
            pad.generateWithRequired(zone)
            for i in range(group.getNumChildren()):
                posSpot = group.at(i)
                if posSpot.getName()[:14] == "starting_block":
                    spotIndex = int(posSpot.getName()[15:])
                    posSpot = group.atAsNode(i)
                    x, y, z = posSpot.getPos()
                    h, p, r = posSpot.getHpr()
                    startingBlock = DistributedViewingBlockAI(simbase.air)
                    startingBlock.setPosHpr(x, y, z, h, p, r)
                    startingBlock.setPadDoId(pad.getDoId())
                    startingBlock.setPadLocationId(0)
                    startingBlock.generateWithRequired(zone)
                    pad.addStartingBlock(startingBlock)

        elif group.getName()[:13] == "picnic_table_" and zone != 7000:
            pos = group.getPos()
            hpr = group.getHpr()
            nameInfo = group.getName().split("_")
            picnicTable = DistributedPicnicBasketAI.DistributedPicnicBasketAI(
                simbase.air, nameInfo[2], pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2]
            )
            picnicTable.generateWithRequired(zone)
            picnicTable.start()

        elif group.getName() == "prop_game_table_DNARoot" and config.GetBool("want-oz-game-tables", True):
            pos = group.getPos()
            hpr = group.getHpr()
            nameInfo = group.getName().split("_")
            tableIndex = int(group.parent.getName().split("_")[-1])
            picnicTable = DistributedPicnicTableAI.DistributedPicnicTableAI(
                simbase.air, zone, nameInfo[2], pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2]
#.........这里部分代码省略.........
开发者ID:vincent15k,项目名称:Toontown-House,代码行数:103,代码来源:DNASpawnerAI.py


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