本文整理汇总了Python中toontown.toonbase.ToontownTimer.ToontownTimer.removeNode方法的典型用法代码示例。如果您正苦于以下问题:Python ToontownTimer.removeNode方法的具体用法?Python ToontownTimer.removeNode怎么用?Python ToontownTimer.removeNode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.removeNode方法的1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: DistributedPicnicBasket
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import removeNode [as 别名]
class DistributedPicnicBasket(DistributedObject.DistributedObject):
seatState = Enum('Empty, Full, Eating')
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedPicnicBasket')
def __init__(self, cr):
DistributedObject.DistributedObject.__init__(self, cr)
self.localToonOnBoard = 0
self.seed = 0
self.random = None
self.picnicCountdownTime = base.config.GetFloat('picnic-countdown-time', ToontownGlobals.PICNIC_COUNTDOWN_TIME)
self.picnicBasketTrack = None
self.fsm = ClassicFSM.ClassicFSM('DistributedTrolley', [
State.State('off', self.enterOff, self.exitOff, [
'waitEmpty',
'waitCountdown']),
State.State('waitEmpty', self.enterWaitEmpty, self.exitWaitEmpty, [
'waitCountdown']),
State.State('waitCountdown', self.enterWaitCountdown, self.exitWaitCountdown, [
'waitEmpty'])], 'off', 'off')
self.fsm.enterInitialState()
self._DistributedPicnicBasket__toonTracks = { }
def generate(self):
DistributedObject.DistributedObject.generate(self)
self.loader = self.cr.playGame.hood.loader
self.foodLoader = [
'phase_6/models/golf/picnic_sandwich.bam',
'phase_6/models/golf/picnic_apple.bam',
'phase_6/models/golf/picnic_cupcake.bam',
'phase_6/models/golf/picnic_chocolate_cake.bam']
self.fullSeat = []
self.food = []
for i in range(4):
self.food.append(None)
self.fullSeat.append(self.seatState.Empty)
self.picnicItem = 0
def announceGenerate(self):
self.picnicTable = self.loader.geom.find('**/*picnic_table_' + str(self.tableNumber))
self.picnicTableSphereNodes = []
self.numSeats = 4
self.seats = []
self.jumpOffsets = []
self.basket = None
for i in range(self.numSeats):
self.seats.append(self.picnicTable.find('**/*seat%d' % (i + 1)))
self.jumpOffsets.append(self.picnicTable.find('**/*jumpOut%d' % (i + 1)))
self.tablecloth = self.picnicTable.find('**/basket_locator')
DistributedObject.DistributedObject.announceGenerate(self)
for i in range(self.numSeats):
self.picnicTableSphereNodes.append(self.seats[i].attachNewNode(CollisionNode('picnicTable_sphere_%d_%d' % (self.getDoId(), i))))
self.picnicTableSphereNodes[i].node().addSolid(CollisionSphere(0, 0, 0, 2))
self.tableclothSphereNode = self.tablecloth.attachNewNode(CollisionNode('tablecloth_sphere'))
self.tableclothSphereNode.node().addSolid(CollisionSphere(0, 0, -1, 4))
angle = self.startingHpr[0]
angle -= 90
radAngle = deg2Rad(angle)
unitVec = Vec3(math.cos(radAngle), math.sin(radAngle), 0)
unitVec *= 30.0
self.endPos = self.startingPos + unitVec
dist = Vec3(self.endPos - self.enteringPos).length()
wheelAngle = (dist / 0.5 * 1.3999999999999999 * math.pi) * 360
self.seatNumber = 0
self.clockNode = ToontownTimer()
self.clockNode.setPos(1.1599999999999999, 0, -0.82999999999999996)
self.clockNode.setScale(0.29999999999999999)
self.clockNode.hide()
def disable(self):
DistributedObject.DistributedObject.disable(self)
self.fsm.request('off')
self.clearToonTracks()
for i in range(self.numSeats):
del self.picnicTableSphereNodes[0]
del self.picnicTableSphereNodes
self.notify.debug('Deleted self loader ' + str(self.getDoId()))
self.picnicTable.removeNode()
self.picnicBasketTrack = None
def delete(self):
self.notify.debug('Golf kart getting deleted: %s' % self.getDoId())
DistributedObject.DistributedObject.delete(self)
del self.fsm
def setState(self, state, seed, timestamp):
self.seed = seed
if not self.random:
self.random = RandomNumGen.RandomNumGen(seed)
self.fsm.request(state, [
globalClockDelta.localElapsedTime(timestamp)])
#.........这里部分代码省略.........