本文整理匯總了Python中srctools.Property.vec方法的典型用法代碼示例。如果您正苦於以下問題:Python Property.vec方法的具體用法?Python Property.vec怎麽用?Python Property.vec使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類srctools.Property
的用法示例。
在下文中一共展示了Property.vec方法的5個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: res_make_tag_coop_spawn
# 需要導入模塊: from srctools import Property [as 別名]
# 或者: from srctools.Property import vec [as 別名]
def res_make_tag_coop_spawn(vmf: VMF, inst: Entity, res: Property):
"""Create the spawn point for ATLAS in the entry corridor.
It produces either an instance or the normal spawn entity. This is required since ATLAS may need to have the paint gun logic.
The two parameters `origin` and `facing` must be set to determine the required position.
If `global` is set, the spawn point will be absolute instead of relative to the current instance.
"""
if vbsp.GAME_MODE != 'COOP':
return RES_EXHAUSTED
is_tag = vbsp_options.get(str, 'game_id') == utils.STEAM_IDS['TAG']
origin = res.vec('origin')
normal = res.vec('facing', z=1)
# Some styles might want to ignore the instance we're running on.
if not res.bool('global'):
origin = origin.rotate_by_str(inst['angles'])
normal = normal.rotate_by_str(inst['angles'])
origin += Vec.from_str(inst['origin'])
angles = normal.to_angle()
if is_tag:
vmf.create_ent(
classname='func_instance',
targetname='paint_gun',
origin=origin - (0, 0, 16),
angles=angles,
# Generated by the BEE2 app.
file='instances/bee2/tag_coop_gun.vmf',
)
# Blocks ATLAS from having a gun
vmf.create_ent(
classname='info_target',
targetname='supress_blue_portalgun_spawn',
origin=origin,
angles='0 0 0',
)
# Allows info_target to work
vmf.create_ent(
classname='env_global',
targetname='no_spawns',
globalstate='portalgun_nospawn',
initialstate=1,
spawnflags=1, # Use initial state
origin=origin,
)
vmf.create_ent(
classname='info_coop_spawn',
targetname='@coop_spawn_blue',
ForceGunOnSpawn=int(not is_tag),
origin=origin,
angles=angles,
enabled=1,
StartingTeam=3, # ATLAS
)
return RES_EXHAUSTED
示例2: res_monitor_setup
# 需要導入模塊: from srctools import Property [as 別名]
# 或者: from srctools.Property import vec [as 別名]
def res_monitor_setup(res: Property):
return (
res['breakInst', None],
res['bullseye_name', ''],
res.vec('bullseye_loc'),
res['bullseye_parent', ''],
)
示例3: parse
# 需要導入模塊: from srctools import Property [as 別名]
# 或者: from srctools.Property import vec [as 別名]
def parse(cls, conf: Property) -> 'FizzlerBrush':
"""Parse from a config file."""
if 'side_color' in conf:
side_color = conf.vec('side_color')
else:
side_color = None
outputs = [
Output.parse(prop)
for prop in
conf.find_children('Outputs')
]
textures = {}
for group in TexGroup:
textures[group] = conf['tex_' + group.value, None]
keys = {
prop.name: prop.value
for prop in
conf.find_children('keys')
}
local_keys = {
prop.name: prop.value
for prop in
conf.find_children('localkeys')
}
if 'classname' not in keys:
raise ValueError(
'Fizzler Brush "{}" does not have a classname!'.format(
conf['name'],
)
)
return FizzlerBrush(
name=conf['name'],
textures=textures,
keys=keys,
local_keys=local_keys,
outputs=outputs,
thickness=conf.float('thickness', 2.0),
stretch_center=conf.bool('stretch_center', True),
side_color=side_color,
singular=conf.bool('singular'),
mat_mod_name=conf['mat_mod_name', None],
mat_mod_var=conf['mat_mod_var', None],
set_axis_var=conf.bool('set_axis_var'),
)
示例4: res_sendificator_laser_setup
# 需要導入模塊: from srctools import Property [as 別名]
# 或者: from srctools.Property import vec [as 別名]
def res_sendificator_laser_setup(res: Property):
return (
res.vec('offset'),
res.vec('direction', 0, 0, 1)
)
示例5: res_antlaser
# 需要導入模塊: from srctools import Property [as 別名]
# 或者: from srctools.Property import vec [as 別名]
def res_antlaser(vmf: VMF, res: Property):
"""The condition to generate AntLasers.
This is executed once to modify all instances.
"""
conf_inst = instanceLocs.resolve(res['instance'])
conf_glow_height = Vec(z=res.float('GlowHeight', 48) - 64)
conf_las_start = Vec(z=res.float('LasStart') - 64)
conf_rope_off = res.vec('RopePos')
conf_toggle_targ = res['toggleTarg', '']
beam_conf = res.find_key('BeamKeys', [])
glow_conf = res.find_key('GlowKeys', [])
cable_conf = res.find_key('CableKeys', [])
if beam_conf:
# Grab a copy of the beam spawnflags so we can set our own options.
conf_beam_flags = beam_conf.int('spawnflags')
# Mask out certain flags.
conf_beam_flags &= (
0
| 1 # Start On
| 2 # Toggle
| 4 # Random Strike
| 8 # Ring
| 16 # StartSparks
| 32 # EndSparks
| 64 # Decal End
#| 128 # Shade Start
#| 256 # Shade End
#| 512 # Taper Out
)
else:
conf_beam_flags = 0
conf_outputs = [
Output.parse(prop)
for prop in res
if prop.name in ('onenabled', 'ondisabled')
]
# Find all the markers.
nodes = {} # type: Dict[str, Item]
for inst in vmf.by_class['func_instance']:
if inst['file'].casefold() not in conf_inst:
continue
name = inst['targetname']
try:
# Remove the item - it's no longer going to exist after
# we're done.
nodes[name] = connections.ITEMS.pop(name)
except KeyError:
raise ValueError('No item for "{}"?'.format(name)) from None
if not nodes:
# None at all.
return conditions.RES_EXHAUSTED
# Now find every connected group, recording inputs, outputs and links.
todo = set(nodes.values())
groups = [] # type: List[Group]
# Node -> is grouped already.
node_pairing = dict.fromkeys(nodes.values(), False)
while todo:
start = todo.pop()
# Synthesise the Item used for logic.
# We use a random info_target to manage the IO data.
group = Group(start)
groups.append(group)
for node in group.nodes:
# If this node has no non-node outputs, destroy the antlines.
has_output = False
node_pairing[node] = True
for conn in list(node.outputs):
neighbour = conn.to_item
todo.discard(neighbour)
pair_state = node_pairing.get(neighbour, None)
if pair_state is None:
# Not a node, a target of our logic.
conn.from_item = group.item
has_output = True
continue
elif pair_state is False:
# Another node.
group.nodes.append(neighbour)
# else: True, node already added.
# For nodes, connect link.
conn.remove()
group.links.add(frozenset({node, neighbour}))
# If we have a real output, we need to transfer it.
# Otherwise we can just destroy it.
if has_output:
node.transfer_antlines(group.item)
#.........這裏部分代碼省略.........