def __init__(self, hatType=Nothing): Avatar.__init__(self, 0) FSM.__init__(self, 'Goon') self.hatType = hatType self.shootTrack = None self.shootSound = None self.detectSound = None self.whipSound = None self.idleSound = None self.dieSound = None self.hat = None self.brain = None self.lightScanIval = None self.scannerMdl = None self.scanBeginSound = None self.scanLoopSound = None self.scanEndSound = None self.scanLight = None self.lightGlow = None self.height = 3.5 #self.shapeGroup = Globals.EnemyGroup self.eyeLaser = None self.ragdoll = None self.anims = { "walk": "phase_9/models/char/Cog_Goonie-walk.bam", "idle": "phase_9/models/char/Cog_Goonie-recovery.bam", "scan": "phase_9/models/char/Cog_Goonie-recovery.bam", "wakeup": "phase_9/models/char/Cog_Goonie-recovery.bam", "collapse": "phase_9/models/char/Cog_Goonie-collapse.bam", "zero": "phase_9/models/char/Cog_Goonie-zero.bam" } self.baseBlendAnim = 'walk' self.standWalkRunReverse = [('idle', 'walk', 0.0, 5.0, 1.0, 1.0)] self.activities = { ACT_DIE: Goon_Die(self), ACT_WAKE_ANGRY: Goon_WakeAngry(self), ACT_GOON_SCAN: Goon_Scan(self) }
def __init__(self, cr): Avatar.__init__(self) DistributedSmoothNode.__init__(self, cr)
def __init__(self): Avatar.__init__(self) self.dept = None self.suit = None self.head = None self.headModel = None self.variant = None self.handColor = None self.voice = None self.chat = None self.chatDial = None self.shadow = None self.deathSound = None self.propeller = None self.smallExp = None self.largeExp = None self.explosion = None self.hasSpawned = False self.suitTrack = None self.timestampAnimTrack = None self.propellerSounds = {} self.healthBar = None self.healthBarGlow = None self.condition = 0 self.avatarType = CIGlobals.Suit self.suitPlan = None self.footstepSound = None self.showNametagInMargins = False self.surfaceProp = "metal" self.activities = { ACT_WAKE_ANGRY: WakeAngry(self), ACT_SMALL_FLINCH: Flinch(self), ACT_DIE: Die(self), ACT_VICTORY_DANCE: VictoryDance(self), ACT_COG_FLY_DOWN: FlyDown(self), ACT_SIT: Sit(self), ACT_STUN: Stun(self) } self.standWalkRunReverse = [('neutral', 'walk', 0.0, 5.0, 1.0, 1.0)] self.gruntSound = base.audio3d.loadSfx( "phase_14/audio/sfx/cog_grunt.ogg") base.audio3d.attachSoundToObject(self.gruntSound, self) self.animFSM = ClassicFSM('Suit', [ State('off', self.enterOff, self.exitOff), State('neutral', self.enterNeutral, self.exitNeutral), State('walk', self.enterWalk, self.exitWalk), State('die', self.enterDie, self.exitDie), State('win', self.enterWin, self.exitWin), State('flail', self.enterFlail, self.exitFlail), State('flyDown', self.enterFlyDown, self.exitFlyDown), State('flyAway', self.enterFlyAway, self.exitFlyAway), State('flyNeutral', self.enterFlyNeutral, self.exitFlyNeutral), State('trayWalk', self.enterTrayWalk, self.exitTrayWalk), State('trayNeutral', self.enterTrayNeutral, self.exitTrayNeutral), State('stunned', self.enterStunned, self.exitStunned), State('pie', self.enterPie, self.exitPie), State('drop', self.enterDrop, self.exitDrop), State('drop-react', self.enterDropReact, self.exitDropReact), State('soak', self.enterSoak, self.exitSoak), State('squirt-small', self.enterSquirtSmall, self.exitSquirtSmall) ], 'off', 'off') self.animFSM.enterInitialState()
def __init__(self, cr): DistributedEntity.__init__(self, cr, False) Avatar.__init__(self) # joint name -> [X,Y,Z,H,P,R,TIME] self.attachmentInterps = {}