コード例 #1
0
 def from_gas(cls, decal_section: Section) -> Decal:
     assert decal_section.header == 't:decal,n:*'
     guid = decal_section.get_attr_value('guid')
     texture = decal_section.get_attr_value('texture')
     near_plane = decal_section.get_attr_value('near_plane')
     far_plane = decal_section.get_attr_value('far_plane')
     vertical_meters = decal_section.get_attr_value('vertical_meters')
     horizontal_meters = decal_section.get_attr_value('horizontal_meters')
     decal_origin = Position.parse(
         decal_section.get_attr_value('decal_origin'))
     decal_orientation = [
         float(x) for x in decal_section.get_attr_value(
             'decal_orientation').split(',')
     ]
     lod = decal_section.get_attr_value('lod')
     return Decal(guid, texture, near_plane, far_plane, vertical_meters,
                  horizontal_meters, decal_origin, decal_orientation, lod)
コード例 #2
0
ファイル: light.py プロジェクト: foerstj/gaspy
 def from_gas_section(cls, section: Section):
     x = section.get_attr_value('x')
     y = section.get_attr_value('y')
     z = section.get_attr_value('z')
     node = section.get_attr_value('node')
     return PosDir(x, y, z, node)
コード例 #3
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ファイル: progression.py プロジェクト: foerstj/gaspy
 def load_gas(cls, section: Section) -> ProgressionStep:
     plants_profile = cls.load_profiles(section, 'plants')
     enemies_profile = cls.load_profiles(section, 'enemies')
     node_set = section.get_attr_value('node_set')
     return ProgressionStep(plants_profile, enemies_profile, node_set)
コード例 #4
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ファイル: light.py プロジェクト: foerstj/gaspy
 def from_gas_section(cls, section: Section):
     assert section.has_t_n_header()
     type_name, n = section.get_t_n_header()
     assert type_name in ['point', 'spot', 'directional']
     assert n.startswith('light_')
     light: Light = PointLight() if type_name == 'point' else SpotLight(
     ) if type_name == 'spot' else DirectionalLight()
     light.id = Hex.parse(n[6:])
     light.active = section.get_attr_value('active')
     light.affects_actors = section.get_attr_value('affects_actors')
     light.affects_items = section.get_attr_value('affects_items')
     light.affects_terrain = section.get_attr_value('affects_terrain')
     light.color = Color(section.get_attr_value('color'))
     light.draw_shadow = section.get_attr_value('draw_shadow')
     light.inner_radius = section.get_attr_value('inner_radius')
     light.intensity = section.get_attr_value('intensity')
     light.occlude_geometry = section.get_attr_value('occlude_geometry')
     light.on_timer = section.get_attr_value('on_timer')
     light.outer_radius = section.get_attr_value('outer_radius')
     if type_name in ['point', 'spot']:
         light.position = PosDir.from_gas_section(
             section.get_section('position'))
     if type_name in ['directional', 'spot']:
         light.direction = PosDir.from_gas_section(
             section.get_section('direction'))
     return light