Example #1
0
 def __updateCameraEntries(self):
     activateID = self.__cameraIDs[_S_NAME.ARCADE_CAMERA]
     if self._isInArtyMode():
         activateID = self.__cameraIDs[_S_NAME.STRATEGIC_CAMERA]
         matrix = matrix_factory.makeArtyAimPointMatrix()
     elif self._isInStrategicMode():
         activateID = self.__cameraIDs[_S_NAME.STRATEGIC_CAMERA]
         matrix = matrix_factory.makeStrategicCameraMatrix()
     elif self._isInArcadeMode():
         matrix = matrix_factory.makeArcadeCameraMatrix()
     elif self._isInPostmortemMode():
         if self.__killerVehicleID:
             matrix = matrix_factory.getEntityMatrix(self.__killerVehicleID)
         else:
             matrix = matrix_factory.makePostmortemCameraMatrix()
     elif self._isInVideoMode():
         activateID = self.__cameraIDs[_S_NAME.VIDEO_CAMERA]
         matrix = matrix_factory.makeDefaultCameraMatrix()
     else:
         matrix = matrix_factory.makeDefaultCameraMatrix()
     for entryID in self.__cameraIDs.itervalues():
         if activateID == entryID:
             self._setMatrix(entryID, matrix)
             if self.__cameraID != entryID:
                 self._setActive(entryID, True)
                 self.__cameraID = entryID
         else:
             self._setActive(entryID, False)
 def __onUpgradeStarted(self, vehicleId):
     if self.__viewRangeEntityID:
         provider = matrix_factory.makeVehicleTurretMatrixMP()
         self._setMatrix(self.__viewRangeEntityID, Math.Matrix(provider))
     lineEntryID = self.__getDirectionLineEntryID()
     if lineEntryID:
         if self._ctrlVehicleID and avatar_getter.getPlayerVehicleID(
         ) != self._ctrlVehicleID:
             provider = matrix_factory.makePostmortemCameraMatrix()
         else:
             provider = matrix_factory.makeArcadeCameraMatrix()
         self._setMatrix(lineEntryID, Math.Matrix(provider))
 def __restoreMatrixProviders(self):
     self.__restoreMatrixCbkID = None
     if self.__viewRangeEntityID:
         self._setMatrix(self.__viewRangeEntityID,
                         matrix_factory.makeVehicleTurretMatrixMP())
     lineEntryID = self.__getDirectionLineEntryID()
     if lineEntryID:
         if self._ctrlVehicleID and avatar_getter.getPlayerVehicleID(
         ) != self._ctrlVehicleID:
             provider = matrix_factory.makePostmortemCameraMatrix()
         else:
             provider = matrix_factory.makeArcadeCameraMatrix()
         self._setMatrix(lineEntryID, provider)
     return
Example #4
0
    def updateControlMode(self, mode, vehicleID):
        super(PersonalEntriesPlugin, self).updateControlMode(mode, vehicleID)
        activateID = self.__cameraIDs[_S_NAME.ARCADE_CAMERA]
        if self._isInStrategicMode():
            activateID = self.__cameraIDs[_S_NAME.STRATEGIC_CAMERA]
            matrix = matrix_factory.makeStrategicCameraMatrix()
        elif self._isInArcadeMode():
            matrix = matrix_factory.makeArcadeCameraMatrix()
        elif self._isInPostmortemMode():
            matrix = matrix_factory.makePostmortemCameraMatrix()
        elif self._isInVideoMode():
            activateID = self.__cameraIDs[_S_NAME.VIDEO_CAMERA]
            matrix = matrix_factory.makeDefaultCameraMatrix()
        else:
            matrix = matrix_factory.makeDefaultCameraMatrix()
        for entryID in self.__cameraIDs.itervalues():
            if activateID == entryID:
                self._setMatrix(entryID, matrix)
                if self.__cameraID != entryID:
                    self._setActive(entryID, True)
                    self.__cameraID = entryID
            else:
                self._setActive(entryID, False)

        if self._isInPostmortemMode() or self._isInVideoMode():
            if vehicleID and vehicleID != self.__playerVehicleID:
                if self.__viewPointID:
                    matrix = matrix_factory.getEntityMatrix(vehicleID)
                    self._setMatrix(self.__viewPointID, matrix)
                    self._setActive(self.__viewPointID, True)
            elif self.__viewPointID:
                self._setActive(self.__viewPointID, False)
            if not self.__isObserver and self._isInPostmortemMode():
                if self.__deadPointID:
                    self._setActive(self.__deadPointID, True)
                else:
                    self.__createDeadPointEntry(BigWorld.player())
        self.__invalidateMarkup()
Example #5
0
    def updateControlMode(self, mode, vehicleID):
        super(PersonalEntriesPlugin, self).updateControlMode(mode, vehicleID)
        activateID = self.__cameraIDs[_S_NAME.ARCADE_CAMERA]
        if self._isInStrategicMode():
            activateID = self.__cameraIDs[_S_NAME.STRATEGIC_CAMERA]
            matrix = matrix_factory.makeStrategicCameraMatrix()
        elif self._isInArcadeMode():
            matrix = matrix_factory.makeArcadeCameraMatrix()
        elif self._isInPostmortemMode():
            matrix = matrix_factory.makePostmortemCameraMatrix()
        elif self._isInVideoMode():
            activateID = self.__cameraIDs[_S_NAME.VIDEO_CAMERA]
            matrix = matrix_factory.makeDefaultCameraMatrix()
        else:
            matrix = matrix_factory.makeDefaultCameraMatrix()
        for entryID in self.__cameraIDs.itervalues():
            if activateID == entryID:
                self._setMatrix(entryID, matrix)
                if self.__cameraID != entryID:
                    self._setActive(entryID, True)
                    self.__cameraID = entryID
            else:
                self._setActive(entryID, False)

        if self._isInPostmortemMode() or self._isInVideoMode():
            if vehicleID and vehicleID != self.__playerVehicleID:
                if self.__viewPointID:
                    matrix = matrix_factory.getEntityMatrix(vehicleID)
                    self._setMatrix(self.__viewPointID, matrix)
                    self._setActive(self.__viewPointID, True)
            elif self.__viewPointID:
                self._setActive(self.__viewPointID, False)
            if not self.__isObserver and self._isInPostmortemMode():
                if self.__deadPointID:
                    self._setActive(self.__deadPointID, True)
                else:
                    self.__createDeadPointEntry(BigWorld.player())