Esempio n. 1
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 def __init__(self):
     self.__engineVibrationCtrl = EngineController()
     self.__fireVibrationCtrl = SwitchController('crit_fire_veff')
     self.__trackBreakingVibrationCtrl = TrackBreakingController()
     self.__deathVibrationCtrl = DeathController()
     self.__rammingVibrationCtrl = RammingController()
 def __init__(self):
     self.__engineVibrationCtrl = EngineController()
     self.__fireVibrationCtrl = SwitchController('crit_fire_veff')
     self.__trackBreakingVibrationCtrl = TrackBreakingController()
     self.__deathVibrationCtrl = DeathController()
     self.__rammingVibrationCtrl = RammingController()
Esempio n. 3
0
class ControllersManager:

    def __init__(self):
        self.__engineVibrationCtrl = EngineController()
        self.__fireVibrationCtrl = SwitchController('crit_fire_veff')
        self.__trackBreakingVibrationCtrl = TrackBreakingController()
        self.__deathVibrationCtrl = DeathController()
        self.__rammingVibrationCtrl = RammingController()

    def destroy(self):
        self.__engineVibrationCtrl.destroy()
        self.__fireVibrationCtrl.destroy()
        self.__rammingVibrationCtrl.destroy()
        VibroManager.g_instance.stopAllEffects()

    def update(self, vehicle, isLeftTrackBroken, isRightTrackBroken):
        if not VibroManager.g_instance.canWork():
            return
        self.__deathVibrationCtrl.update(vehicle.isAlive())
        self.__updateEngine(vehicle)
        if vehicle.isAlive():
            self.__trackBreakingVibrationCtrl.update(vehicle, isLeftTrackBroken, isRightTrackBroken)
        else:
            self.__fireVibrationCtrl.switch(False)
        VibroManager.g_instance.update()

    def switchFireVibrations(self, enableFire):
        if self.__fireVibrationCtrl is not None:
            self.__fireVibrationCtrl.switch(enableFire)

    def executeRammingVibrations(self, vehicleSpeed, matKind):
        if VibroManager.g_instance.canWork():
            self.__rammingVibrationCtrl.execute(vehicleSpeed, matKind)

    def executeHitVibrations(self, hitEffectCode):
        if VibroManager.g_instance.canWork():
            HitController(hitEffectCode)

    def executeShootingVibrations(self, caliber):
        if VibroManager.g_instance.canWork():
            ShootingController(caliber)

    def executeCriticalHitVibrations(self, vehicle, extrasName):
        if not VibroManager.g_instance.canWork():
            return
        if extrasName == 'gunHealth':
            OnceController('crit_run_veff')
        elif extrasName == 'engineHealth':
            OnceController('crit_engine_veff')
        else:
            for tankman in vehicle.typeDescriptor.type.tankmen:
                if extrasName == tankman.name:
                    OnceController('crit_contusion_veff')
                    break

    def __updateEngine(self, vehicle):
        dirFlags = vehicle.engineMode[1]
        if dirFlags & 4 != 0:
            self.__engineVibrationCtrl.setTurn('left')
        elif dirFlags & 8 != 0:
            self.__engineVibrationCtrl.setTurn('right')
        else:
            self.__engineVibrationCtrl.setTurn('')
        self.__engineVibrationCtrl.update(vehicle)
class ControllersManager:
    def __init__(self):
        self.__engineVibrationCtrl = EngineController()
        self.__fireVibrationCtrl = SwitchController('crit_fire_veff')
        self.__trackBreakingVibrationCtrl = TrackBreakingController()
        self.__deathVibrationCtrl = DeathController()
        self.__rammingVibrationCtrl = RammingController()

    def destroy(self):
        self.__engineVibrationCtrl.destroy()
        self.__fireVibrationCtrl.destroy()
        self.__rammingVibrationCtrl.destroy()
        VibroManager.g_instance.stopAllEffects()

    def update(self, vehicle, isLeftTrackBroken, isRightTrackBroken):
        if not VibroManager.g_instance.canWork():
            return
        self.__deathVibrationCtrl.update(vehicle.isAlive())
        self.__updateEngine(vehicle)
        if vehicle.isAlive():
            self.__trackBreakingVibrationCtrl.update(vehicle,
                                                     isLeftTrackBroken,
                                                     isRightTrackBroken)
        else:
            self.__fireVibrationCtrl.switch(False)
        VibroManager.g_instance.update()

    def switchFireVibrations(self, enableFire):
        if self.__fireVibrationCtrl is not None:
            self.__fireVibrationCtrl.switch(enableFire)
        return

    def executeRammingVibrations(self, vehicleSpeed, matKind):
        if VibroManager.g_instance.canWork():
            self.__rammingVibrationCtrl.execute(vehicleSpeed, matKind)

    def executeHitVibrations(self, hitEffectCode):
        if VibroManager.g_instance.canWork():
            HitController(hitEffectCode)

    def executeShootingVibrations(self, caliber):
        if VibroManager.g_instance.canWork():
            ShootingController(caliber)

    def executeCriticalHitVibrations(self, vehicle, extrasName):
        if not VibroManager.g_instance.canWork():
            return
        if extrasName == 'gunHealth':
            OnceController('crit_run_veff')
        elif extrasName == 'engineHealth':
            OnceController('crit_engine_veff')
        else:
            for tankman in vehicle.typeDescriptor.type.tankmen:
                if extrasName == tankman.name:
                    OnceController('crit_contusion_veff')
                    break

    def __updateEngine(self, vehicle):
        dirFlags = vehicle.engineMode[1]
        if dirFlags & 4 != 0:
            self.__engineVibrationCtrl.setTurn('left')
        elif dirFlags & 8 != 0:
            self.__engineVibrationCtrl.setTurn('right')
        else:
            self.__engineVibrationCtrl.setTurn('')
        self.__engineVibrationCtrl.update(vehicle)