本文整理汇总了Python中toontown.toonbase.ToontownTimer.ToontownTimer.show方法的典型用法代码示例。如果您正苦于以下问题:Python ToontownTimer.show方法的具体用法?Python ToontownTimer.show怎么用?Python ToontownTimer.show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.show方法的9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: DistributedCheckers
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import show [as 别名]
#.........这里部分代码省略.........
self.fsm = None
return
def delete(self):
DistributedNode.DistributedNode.delete(self)
self.table.gameDoId = None
self.table.game = None
if self.exitButton:
self.exitButton.destroy()
if self.startButton:
self.startButton.destroy()
self.clockNode.stop()
self.clockNode.hide()
self.table.startButtonPushed = None
self.ignore('mouse1')
self.ignore('stoppedAsleep')
self.fsm = None
self.table = None
return
def getTimer(self):
self.sendUpdate('requestTimer', [])
def setTimer(self, timerEnd):
if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'waitingToBegin' and not self.table.fsm.getCurrentState().getName() == 'observing':
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(timerEnd)
timeLeft = int(time - globalClock.getRealTime())
if timeLeft > 0 and timerEnd != 0:
if timeLeft > 60:
timeLeft = 60
self.clockNode.setPos(1.16, 0, -0.83)
self.clockNode.countdown(timeLeft, self.startButtonPushed)
self.clockNode.show()
else:
self.clockNode.stop()
self.clockNode.hide()
return
def setTurnTimer(self, turnEnd):
if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'playing':
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(turnEnd)
timeLeft = int(time - globalClock.getRealTime())
if timeLeft > 0:
self.clockNode.setPos(-.74, 0, -0.2)
if self.isMyTurn:
self.clockNode.countdown(timeLeft, self.doNothing)
else:
self.clockNode.countdown(timeLeft, self.doNothing)
self.clockNode.show()
return
def gameStart(self, playerNum):
if playerNum != 255:
self.playerNum = playerNum
if self.playerNum == 1:
self.playerColorString = 'white'
else:
self.playerColorString = 'black'
self.playerColor = self.playerColors[playerNum - 1]
self.moveCameraForGame()
self.fsm.request('playing')
def sendTurn(self, playersTurn):
if self.fsm.getCurrentState().getName() == 'playing':
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 show [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3: DistributedPicnicTable
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import show [as 别名]
#.........这里部分代码省略.........
def delete(self):
self.__disableCollisions()
self.ignore('stoppedAsleep')
DistributedNode.DistributedNode.delete(self)
self.disableChoiceButtons()
self.cameraBoardTrack = None
del self.winTrack
del self.outTrack
self.fsm = None
self.gameZone = None
self.clearToonTracks()
self.cameraBoardTrack = None
def setName(self, name):
self.name = name
def setGameDoId(self, doId):
self.gameDoId = doId
self.game = self.cr.doId2do[doId]
self.game.setHpr(self.getHpr())
self.gameWantTimer = self.game.wantTimer
if self.gameState == 1:
self.game.fsm.request('playing')
def setTimerFunc(self, function):
self.timerFunc = function
def setTimer(self, timerEnd):
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(timerEnd)
self.timeLeft = int(time - globalClock.getRealTime())
if self.gameWantTimer and self.game != None:
self.showTimer()
def showTimer(self):
self.clockNode.stop()
self.clockNode.countdown(self.timeLeft, self.timerFunc)
self.clockNode.show()
def requestTableState(self):
self.sendUpdate('requestTableState', [])
def setTableState(self, tableStateList, isplaying):
y = 0
print 'SET TABLE STATE'
if isplaying == 0:
self.isPlaying = False
else:
self.isPlaying = True
for x in tableStateList:
if x != 0:
if x not in self.tableState and self.cr.doId2do.has_key(x) and x not in self.haveAnimated:
seatIndex = tableStateList.index(x)
toon = self.cr.doId2do[x]
toon.stopSmooth()
toon.setAnimState('Sit', 1.0)
dest = self.seats[seatIndex].getPos(self.tableCloth)
hpr = self.seats[seatIndex].getHpr(render)
toon.setHpr(hpr)
if seatIndex > 2:
toon.setH(self.getH() + 180)
toon.wrtReparentTo(self)
toon.setPos(dest)
toon.setZ(toon.getZ() + 1.35)
if seatIndex > 2:
示例4: DistributedChineseCheckers
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import show [as 别名]
#.........这里部分代码省略.........
if self.startButton:
self.startButton.destroy()
self.clockNode.stop()
self.clockNode.hide()
self.table.startButtonPushed = None
self.ignore('mouse1')
self.ignore('stoppedAsleep')
self.fsm = None
self.table = None
self.cleanPlayerTags()
del self.playerTags
del self.playerTagList
self.playerSeats = None
self.yourTurnBlinker.finish()
def getTimer(self):
self.sendUpdate('requestTimer', [])
def setTimer(self, timerEnd):
if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'waitingToBegin' and not (self.table.fsm.getCurrentState().getName() == 'observing'):
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(timerEnd)
timeLeft = int(time - globalClock.getRealTime())
if timeLeft > 0 and timerEnd != 0:
if timeLeft > 60:
timeLeft = 60
self.clockNode.setPos(1.1599999999999999, 0, -0.82999999999999996)
self.clockNode.countdown(timeLeft, self.startButtonPushed)
self.clockNode.show()
else:
self.clockNode.stop()
self.clockNode.hide()
def setTurnTimer(self, turnEnd):
if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'playing':
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(turnEnd)
timeLeft = int(time - globalClock.getRealTime())
if timeLeft > 0:
self.clockNode.setPos(-0.73999999999999999, 0, -0.20000000000000001)
if self.isMyTurn:
self.clockNode.countdown(timeLeft, self.doRandomMove)
else:
self.clockNode.countdown(timeLeft, self.doNothing)
self.clockNode.show()
def gameStart(self, playerNum):
if playerNum != 255:
self.playerNum = playerNum
self.playerColor = self.playerColors[playerNum - 1]
self.moveCameraForGame()
playerPos = playerNum - 1
import copy as copy
self.nonOpposingPositions = copy.deepcopy(self.startingPositions)
if playerPos == 0:
self.nonOpposingPositions.pop(0)
示例5: DistributedFindFour
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import show [as 别名]
#.........这里部分代码省略.........
def delete(self):
DistributedNode.DistributedNode.delete(self)
self.table.gameDoId = None
self.table.game = None
if self.exitButton:
self.exitButton.destroy()
if self.startButton:
self.startButton.destroy()
self.clockNode.stop()
self.clockNode.hide()
self.table.startButtonPushed = None
self.ignore('mouse1')
self.ignore('stoppedAsleep')
self.fsm = None
self.table = None
self.winningSequence.finish()
taskMgr.remove('playerTurnTask')
return
def getTimer(self):
self.sendUpdate('requestTimer', [])
def setTimer(self, timerEnd):
if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'waitingToBegin' and not self.table.fsm.getCurrentState().getName() == 'observing':
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(timerEnd)
timeLeft = int(time - globalClock.getRealTime())
if timeLeft > 0 and timerEnd != 0:
if timeLeft > 60:
timeLeft = 60
self.clockNode.setPos(1.16, 0, -0.83)
self.clockNode.countdown(timeLeft, self.startButtonPushed)
self.clockNode.show()
else:
self.clockNode.stop()
self.clockNode.hide()
return
def setTurnTimer(self, turnEnd):
if self.fsm.getCurrentState() != None and self.fsm.getCurrentState().getName() == 'playing':
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(turnEnd)
timeLeft = int(time - globalClock.getRealTime())
if timeLeft > 0:
self.clockNode.setPos(0.64, 0, -0.27)
self.clockNode.countdown(timeLeft, self.doRandomMove)
self.clockNode.show()
return
def gameStart(self, playerNum):
if playerNum != 255:
self.playerNum = playerNum
if self.playerNum == 1:
self.playerColorString = 'Red'
else:
self.playerColorString = 'Yellow'
self.moveCameraForGame()
self.fsm.request('playing')
def sendTurn(self, playersTurn):
if self.fsm.getCurrentState().getName() == 'playing':
if playersTurn == self.playerNum:
self.isMyTurn = True
taskMgr.add(self.turnTask, 'playerTurnTask')
self.enableTurnScreenText(playersTurn)
示例6: DistributedGameTable
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import show [as 别名]
#.........这里部分代码省略.........
def exitObserving(self):
pass
def enterSitting(self):
pass
def exitSitting(self):
self.destroyGameMenu()
def destroyGameMenu(self):
if self.gameMenu:
self.gameMenu.removeButtons()
self.gameMenu.picnicFunction = None
self.gameMenu = None
def setPosHpr(self, x, y, z, h, p, r):
self.picnicTable.setPosHpr(x, y, z, h, p, r)
def storeToonTrack(self, avId, track):
self.clearToonTrack(avId)
self.__toonTracks[avId] = track
def clearToonTrack(self, avId):
oldTrack = self.__toonTracks.get(avId)
if oldTrack:
oldTrack.pause()
cleanupDelayDeletes(oldTrack)
def clearToonTracks(self):
for avId in self.__toonTracks:
self.clearToonTrack(avId)
def showTimer(self):
self.clockNode.stop()
self.clockNode.countdown(self.timeLeft, self.timerFunc)
self.clockNode.show()
def setTimer(self, timerEnd):
self.clockNode.stop()
time = globalClockDelta.networkToLocalTime(timerEnd)
self.timeLeft = int(time - globalClock.getRealTime())
if self.gameWantTimer and (self.game is not None):
self.showTimer()
def setTimerFunc(self, function):
self.timerFunc = function
def allowWalk(self):
base.cr.playGame.getPlace().setState('walk')
def disallowWalk(self):
base.cr.playGame.getPlace().setState('stopped')
def enableChoiceButtons(self):
if (not self.game) or (not self.game.playing):
self.joinButton = DirectButton(
relief=None, text=TTLocalizer.PicnicTableJoinButton,
text_fg=(1, 1, 0.65, 1), text_pos=(0, -0.23), text_scale=0.8,
image=(self.upButton, self.downButton, self.rolloverButton),
image_color=(1, 0, 0, 1), image_scale=(20, 1, 11),
pos=(0, 0, 0.8), scale=0.15,
command=lambda self=self: self.joinButtonPushed())
else:
self.observeButton = DirectButton(
relief=None, text=TTLocalizer.PicnicTableObserveButton,
示例7: DistributedPicnicBasket
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import show [as 别名]
#.........这里部分代码省略.........
self.notify.debug('Entering Picnic Table Sphere.... %s' % self.getDoId())
self.loader.place.detectedPicnicTableSphereCollision(self)
def handleEnterPicnicTable(self, i):
toon = base.localAvatar
self.sendUpdate('requestBoard', [
i])
def fillSlot0(self, avId):
self.fillSlot(0, avId)
def fillSlot1(self, avId):
self.fillSlot(1, avId)
def fillSlot2(self, avId):
self.fillSlot(2, avId)
def fillSlot3(self, avId):
self.fillSlot(3, avId)
def fillSlot(self, index, avId):
self.notify.debug('fill Slot: %d for %d' % (index, avId))
if avId == 0:
pass
1
self.fullSeat[index] = self.seatState.Full
if avId == base.localAvatar.getDoId():
self.clockNode.show()
if index == 0 or index == 3:
side = -1
else:
side = 1
if hasattr(self.loader.place, 'trolley'):
self.loader.place.trolley.fsm.request('boarding', [
self.tablecloth,
side])
else:
self.notify.warning('fillSlot no trolley in place')
self.localToonOnBoard = 1
if avId == base.localAvatar.getDoId():
if hasattr(self.loader.place, 'trolley'):
self.loader.place.trolley.fsm.request('boarded')
self.loader.place.trolley.exitButton.hide()
if self.cr.doId2do.has_key(avId):
toon = self.cr.doId2do[avId]
toon.stopSmooth()
toon.wrtReparentTo(self.tablecloth)
sitStartDuration = toon.getDuration('sit-start')
jumpTrack = self.generateToonJumpTrack(toon, index)
track = Sequence(jumpTrack, Func(toon.setAnimState, 'Sit', 1.0))
self.notify.debug('### fillSlot: fullSeat = %s' % self.fullSeat)
if self.fullSeat.count(0) == 3:
self.notify.debug('### fillSlot: adding basketAppear')
if self.picnicBasketTrack:
self.picnicBasketTrack.finish()
waitDuration = track.getDuration()
示例8: DistributedViewingBlock
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import show [as 别名]
class DistributedViewingBlock(DistributedStartingBlock):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedViewingBlock')
sphereRadius = 6
def __init__(self, cr):
DistributedStartingBlock.__init__(self, cr)
self.timer = None
return
def delete(self):
if self.timer is not None:
self.timer.destroy()
del self.timer
DistributedStartingBlock.delete(self)
return
def generateInit(self):
self.notify.debugStateCall(self)
DistributedObject.DistributedObject.generateInit(self)
self.nodePath = NodePath(self.uniqueName('StartingBlock'))
self.collSphere = CollisionSphere(-1, 6.75, -1, self.sphereRadius)
self.collSphere.setTangible(0)
self.collNode = CollisionNode(self.uniqueName('StartingBlockSphere'))
self.collNode.setCollideMask(ToontownGlobals.WallBitmask)
self.collNode.addSolid(self.collSphere)
self.collNodePath = self.nodePath.attachNewNode(self.collNode)
def announceGenerate(self):
self.notify.debugStateCall(self)
DistributedObject.DistributedObject.announceGenerate(self)
self.nodePath.reparentTo(render)
self.accept(self.uniqueName('enterStartingBlockSphere'), self.__handleEnterSphere)
if (__debug__):
if self.testLOD:
self.__generateKartAppearTrack()
def setPadLocationId(self, padLocationId):
self.notify.debugStateCall(self)
self.movieNode = self.nodePath.attachNewNode(self.uniqueName('MovieNode'))
self.exitMovieNode = self.nodePath.attachNewNode(self.uniqueName('ExitMovieNode'))
if padLocationId % 2:
self.movieNode.setPosHpr(0, 6.5, 0, 0, 0, 0)
else:
self.movieNode.setPosHpr(0, -6.5, 0, 0, 0, 0)
self.exitMovieNode.setPosHpr(3, 6.5, 0, 270, 0, 0)
self.collNodePath.reparentTo(self.movieNode)
def __handleEnterSphere(self, collEntry):
if base.localAvatar.doId == self.lastAvId and globalClock.getFrameCount() <= self.lastFrame + 1:
self.notify.debug('Ignoring duplicate entry for avatar.')
return
if base.localAvatar.hp > 0:
def handleEnterRequest(self = self):
self.ignore('stoppedAsleep')
if hasattr(self.dialog, 'doneStatus') and self.dialog.doneStatus == 'ok':
self.d_requestEnter(base.cr.isPaid())
else:
self.cr.playGame.getPlace().setState('walk')
self.dialog.ignoreAll()
self.dialog.cleanup()
del self.dialog
self.cr.playGame.getPlace().fsm.request('stopped')
self.accept('stoppedAsleep', handleEnterRequest)
doneEvent = 'enterRequest|dialog'
msg = TTLocalizer.StartingBlock_EnterShowPad
self.dialog = TTGlobalDialog(msg, doneEvent, 4)
self.dialog.accept(doneEvent, handleEnterRequest)
def generateCameraMoveTrack(self):
self.cPos = camera.getPos(self.av)
self.cHpr = camera.getHpr(self.av)
cameraPos = Point3(23, -10, 7)
cameraHpr = Point3(65, -10, 0)
camera.wrtReparentTo(self.nodePath)
cameraTrack = LerpPosHprInterval(camera, 1.5, cameraPos, cameraHpr)
return cameraTrack
def makeGui(self):
self.notify.debugStateCall(self)
if self.timer is not None:
return
self.timer = ToontownTimer()
self.timer.setScale(0.3)
self.timer.setPos(1.16, 0, -.73)
self.timer.hide()
DistributedStartingBlock.makeGui(self)
return
def showGui(self):
self.notify.debugStateCall(self)
self.timer.show()
DistributedStartingBlock.showGui(self)
def hideGui(self):
self.notify.debugStateCall(self)
if not hasattr(self, 'timer') or self.timer is None:
return
self.timer.reset()
#.........这里部分代码省略.........
示例9: __init__
# 需要导入模块: from toontown.toonbase.ToontownTimer import ToontownTimer [as 别名]
# 或者: from toontown.toonbase.ToontownTimer.ToontownTimer import show [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._timer.show()
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:
#.........这里部分代码省略.........