Ejemplo n.º 1
0
 def handleToonExited(self, toonId):
     DistributedPartyTeamActivity.handleToonExited(self, toonId)
     if toonId == base.localAvatar.doId:
         self.cameraMoveIval.pause()
         if toonId not in self.fallenToons:
             if toonId in self.toonIdsToAnimIntervals and self.toonIdsToAnimIntervals[
                     toonId] is not None:
                 self.toonIdsToAnimIntervals[toonId].finish()
             toon = self.getAvatar(toonId)
             targetH = fitDestAngle2Src(toon.getH(self.root), 180.0)
             targetPos = self.hopOffPositions[self.getTeam(toonId)][
                 self.getIndex(toonId, self.getTeam(toonId))]
             hopOffAnim = Sequence(
                 Func(toon.startPosHprBroadcast, 0.1),
                 toon.hprInterval(0.2,
                                  VBase3(targetH, 0.0, 0.0),
                                  other=self.root),
                 Func(toon.b_setAnimState, 'jump', 1.0), Wait(0.4),
                 PartyUtils.arcPosInterval(0.75, toon, targetPos, 5.0,
                                           self.root),
                 Func(toon.stopPosHprBroadcast),
                 Func(toon.sendCurrentPosition),
                 Func(self.hopOffFinished, toonId))
             self.toonIdsToAnimIntervals[toonId] = hopOffAnim
             self._hopOffFinishedSV.set(False)
             self.toonIdsToAnimIntervals[toonId].start()
         else:
             self._hopOffFinishedSV.set(True)
             del self.toonIdsToAnimIntervals[toonId]
     return
Ejemplo n.º 2
0
 def handleToonExited(self, toonId):
     toon = base.cr.doId2do.get(toonId, None)
     if toon is None:
         return
     if self.view is not None:
         self.view.handleToonExited(toon)
     DistributedPartyTeamActivity.handleToonExited(self, toonId)
 def handleToonExited(self, toonId):
     toon = base.cr.doId2do.get(toonId, None)
     if toon is None:
         return
     if self.view is not None:
         self.view.handleToonExited(toon)
     DistributedPartyTeamActivity.handleToonExited(self, toonId)
 def handleToonExited(self, toonId):
     DistributedPartyTeamActivity.handleToonExited(self, toonId)
     if toonId == base.localAvatar.doId:
         self.cameraMoveIval.pause()
         if toonId not in self.fallenToons:
             if toonId in self.toonIdsToAnimIntervals and self.toonIdsToAnimIntervals[toonId] is not None:
                 self.toonIdsToAnimIntervals[toonId].finish()
             toon = self.getAvatar(toonId)
             targetH = fitDestAngle2Src(toon.getH(self.root), 180.0)
             targetPos = self.hopOffPositions[self.getTeam(toonId)][self.getIndex(toonId, self.getTeam(toonId))]
             hopOffAnim = Sequence(
                 Func(toon.startPosHprBroadcast, 0.1),
                 toon.hprInterval(0.2, VBase3(targetH, 0.0, 0.0), other=self.root),
                 Func(toon.b_setAnimState, "jump", 1.0),
                 Wait(0.4),
                 PartyUtils.arcPosInterval(0.75, toon, targetPos, 5.0, self.root),
                 Func(toon.stopPosHprBroadcast),
                 Func(toon.sendCurrentPosition),
                 Func(self.hopOffFinished, toonId),
             )
             self.toonIdsToAnimIntervals[toonId] = hopOffAnim
             self._hopOffFinishedSV.set(False)
             self.toonIdsToAnimIntervals[toonId].start()
         else:
             self._hopOffFinishedSV.set(True)
             del self.toonIdsToAnimIntervals[toonId]
     return
    def handleToonExited(self, toonId):
        """
        Whenever a toon exits the activity, this function is called.
        
        Parameters:
            toonId -- doId of the toon that exited
        """
        toon = base.cr.doId2do.get(toonId, None)

        if toon is None:
            return

        if self.view is not None:
            self.view.handleToonExited(toon)

        DistributedPartyTeamActivity.handleToonExited(self, toonId)
Ejemplo n.º 6
0
    def handleToonExited(self, toonId):
        DistributedPartyTeamActivity.handleToonExited(self, toonId)

        # clean up local toon stuff
        if toonId == base.localAvatar.doId:
            self.cameraMoveIval.pause()

            # make toon jump off the dock if needed
            if toonId not in self.fallenToons:
                # finish any existing interval for that toon
                if toonId in self.toonIdsToAnimIntervals and \
                   self.toonIdsToAnimIntervals[toonId] is not None:
                    self.toonIdsToAnimIntervals[toonId].finish()
                toon = self.getAvatar(toonId)
                # clamp targetHeading to minimize spin
                targetH = fitDestAngle2Src(toon.getH(self.root), 180.0)
                targetPos = self.hopOffPositions[self.getTeam(toonId)][
                    self.getIndex(toonId, self.getTeam(toonId))]
                hopOffAnim = Sequence(
                    Func(toon.startPosHprBroadcast, 0.1),
                    toon.hprInterval(0.2,
                                     VBase3(targetH, 0.0, 0.0),
                                     other=self.root),
                    Func(toon.b_setAnimState, "jump", 1.0),
                    Wait(0.4),
                    PartyUtils.arcPosInterval(0.75, toon, targetPos, 5.0,
                                              self.root),
                    Func(toon.stopPosHprBroadcast),
                    # make sure toon ends up on the ground on remote clients
                    Func(toon.sendCurrentPosition),
                    Func(self.hopOffFinished, toonId),
                )
                self.toonIdsToAnimIntervals[toonId] = hopOffAnim
                self._hopOffFinishedSV.set(False)
                self.toonIdsToAnimIntervals[toonId].start()
            # local toons not on the dock are put back into the walk state
            else:
                self._hopOffFinishedSV.set(True)
                del self.toonIdsToAnimIntervals[toonId]