def OnNotify(self, state, id, events): global AlreadyClosed if (id == RgnSnsrSndLogTracks.id and state): import xSndLogTracks if xSndLogTracks.IsLogMode(): print "Start of Egg!!! Enable Riven scope clickable" ClkSndLogTracks.enable() else: print "not this time" ClkSndLogTracks.disable() if (id == ClkSndLogTracks.id and state): #PtPageInNode("clftSndLogTracks") RespSndLogTracks.run(self.key, avatar=PtGetLocalAvatar()) if AlreadyClosed: print "failed AlreadyClosed check" return for event in events: if event[0] == PtEventType.kBook: if event[1] == PtBookEventTypes.kNotifyHide: AlreadyClosed = true PtFadeOut(kFadeOutToGameSeconds, 1) print "clftEndingCredits.OnNotify(): Book hidden. FadeOut over", kFadeOutToGameSeconds, " seconds" #The book is already hidden, so just go ahead and fade back in on the game PtAtTimeCallback(self.key, kFadeOutToGameSeconds, kFadeOutToGameID) elif event[1] == PtBookEventTypes.kNotifyClose: AlreadyClosed = true PtFadeOut(kFadeOutToGameSeconds, 1) print "clftEndingCredits.OnNotify(): Book closed. FadeOut over", kFadeOutToGameSeconds, " seconds" #We have to hide the book first before we fade back in on the game PtAtTimeCallback(self.key, kFadeOutToGameSeconds + 1, kHideBookID)
def SndIsLogMode(args): import xSndLogTracks if xSndLogTracks.IsLogMode(): print "yes" else: print "not yet"