本文整理汇总了Python中toontown.toonbase.ToontownTimer.ToontownTimer.destroy方法的典型用法代码示例。如果您正苦于以下问题:Python ToontownTimer.destroy方法的具体用法?Python ToontownTimer.destroy怎么用?Python ToontownTimer.destroy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.toonbase.ToontownTimer.ToontownTimer
的用法示例。
在下文中一共展示了ToontownTimer.destroy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: __init__
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import destroy [as 别名]
class CogdoFlyingGuiManager:
ClearMessageDisplayEventName = 'ClearMessageDisplayEvent'
EagleTargetingLocalPlayerEventName = 'EagleTargetingLocalPlayerEvent'
EagleAttackingLocalPlayerEventName = 'EagleAttackingLocalPlayerEvent'
FirstPressOfCtrlEventName = 'FirstPressOfCtrlEvent'
PickedUpFirstPropellerEventName = 'PickedUpFirstPropellerEvent'
InvulnerableEventName = 'InvulnerableEvent'
StartRunningOutOfTimeMusicEventName = 'StartRunningOutOfTimeEvent'
def __init__(self, level):
self._level = level
self.root = NodePath('CogdoFlyingGui')
self.root.reparentTo(aspect2d)
self.root.stash()
self._initTimer()
self._initHud()
self._initMessageDisplay()
self.sentTimeRunningOutMessage = False
self._refuelGui = CogdoFlyingFuelGui(self.root)
self._progressGui = CogdoFlyingProgressGui(self.root, self._level)
def _initHud(self):
self._memoGui = CogdoMemoGui(self.root)
self._memoGui.posNextToLaffMeter()
def _initTimer(self):
self._timer = ToontownTimer()
self._timer.reparentTo(self.root)
self._timer.posInTopRightCorner()
def _initMessageDisplay(self):
audioMgr = base.cogdoGameAudioMgr
sound = audioMgr.createSfx('popupHelpText')
self._messageDisplay = CogdoGameMessageDisplay('CogdoFlyingMessageDisplay', self.root, sfx=sound)
def destroyTimer(self):
if self._timer is not None:
self._timer.stop()
self._timer.destroy()
self._timer = None
return
def onstage(self):
self.root.unstash()
self._refuelGui.hide()
self._progressGui.hide()
def presentProgressGui(self):
ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._progressGui, 'present_progress_gui'))
def presentRefuelGui(self):
ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._refuelGui, 'present_fuel_gui'))
def presentTimerGui(self):
ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._timer, 'present_timer_gui'))
def presentMemoGui(self):
ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._memoGui, 'present_memo_gui'))
def offstage(self):
self.root.stash()
self._refuelGui.hide()
self._progressGui.hide()
self.hideTimer()
def getTimeLeft(self):
return Globals.Gameplay.SecondsUntilGameOver - self._timer.getElapsedTime()
def isTimeRunningOut(self):
return self.getTimeLeft() < Globals.Gameplay.TimeRunningOutSeconds
def startTimer(self, duration, timerExpiredCallback = None, keepHidden = False):
if self._timer is None:
self._initTimer()
self._timer.setTime(duration)
self._timer.countdown(duration, timerExpiredCallback)
if keepHidden:
self.hideTimer()
else:
self.showTimer()
return
def stopTimer(self):
if hasattr(self, '_timer') and self._timer is not None:
self.hideTimer()
self._timer.stop()
return
def showTimer(self):
self._timer.show()
def hideTimer(self):
self._timer.hide()
def forceTimerDone(self):
if self._timer.countdownTask != None:
self._timer.countdownTask.duration = 0
return
def showRefuelGui(self):
#.........这里部分代码省略.........
示例2: __init__
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import destroy [as 别名]
class CogdoMazeGuiManager:
def __init__(self, maze, bossCode):
self.maze = maze
self.root = NodePath('CogdoMazeGui')
self.root.reparentTo(aspect2d)
self.mazeMapGui = CogdoMazeMapGui(self.maze.collisionTable)
if bossCode is not None:
self._bossGui = CogdoMazeBossGui(bossCode)
else:
self._bossGui = None
self._memoGui = CogdoMemoGui(self.root)
self._memoGui.posNextToLaffMeter()
self._presentGuiIval = None
self._presentTimerIval = None
self._hud = CogdoMazeHud()
self._timer = None
self._initMessageDisplay()
return
def _initTimer(self):
self._timer = ToontownTimer()
self._timer.hide()
self._timer.posInTopRightCorner()
def _initMessageDisplay(self):
self.messageDisplay = CogdoGameMessageDisplay('CogdoMazeMessageDisplay', self.root, pos=Globals.MessageLabelPos)
def destroy(self):
ToontownIntervals.cleanup('present_gui')
ToontownIntervals.cleanup('present_timer')
ToontownIntervals.cleanup('present_memo')
self._hud.destroy()
self._hud = None
self._memoGui.destroy()
self._memoGui = None
if self._bossGui is not None:
self._bossGui.destroy()
self._bossGui = None
self.messageDisplay.destroy()
self.messageDisplay = None
self.destroyMazeMap()
self.destroyTimer()
if self._presentGuiIval:
self._presentGuiIval.pause()
self._presentGuiIval = None
if self._presentTimerIval:
self._presentTimerIval.pause()
self._presentTimerIval = None
return
def destroyMazeMap(self):
if hasattr(self, 'mazeMapGui') and self.mazeMapGui is not None:
self.mazeMapGui.destroy()
del self.mazeMapGui
return
def destroyTimer(self):
if self._timer is not None:
self._timer.stop()
self._timer.destroy()
self._timer = None
return
def showPickupCounter(self):
ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._memoGui, 'present_memo'))
def startGame(self, firstMessage):
self._presentGuiIval = ToontownIntervals.start(Sequence(ToontownIntervals.getPresentGuiIval(self._bossGui, '', startPos=(0, 0, -0.15)), Func(self.mazeMapGui.show), ToontownIntervals.getPulseLargerIval(self.mazeMapGui, '', scale=self.mazeMapGui.getScale()), Func(self.setMessage, firstMessage), name='present_gui'))
def hideMazeMap(self):
self.mazeMapGui.hide()
def showBossGui(self):
if self._bossGui is not None:
self._bossGui.show()
return
def hideBossGui(self):
if self._bossGui is not None:
self._bossGui.hide()
return
def revealMazeMap(self):
self.mazeMapGui.revealAll()
def hideLock(self, lockIndex):
self.mazeMapGui.hideLock(lockIndex)
def showTimer(self, duration, timerExpiredCallback = None):
if self._timer is None:
self._initTimer()
self._timer.setTime(duration)
self._timer.countdown(duration, timerExpiredCallback)
self._presentTimerIval = ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._timer, 'present_timer', startPos=(0, 0, 0.35)))
return
def hideTimer(self):
if hasattr(self, 'timer') and self._timer is not None:
self._timer.hide()
#.........这里部分代码省略.........