def generateCog(self, isLose = 0, nameTag = True): self.cleanup() if not isLose: if self.variant == Variant.SKELETON or self.variant == Variant.ZOMBIE: self.loadModel('phase_5/models/char/cog%s_robot-zero.bam' % (str(self.suit)), 'body') else: self.loadModel('phase_3.5/models/char/suit%s-mod.bam' % (str(self.suit)), 'body') animations = SuitGlobals.animations anims = {} for anim in animations: if not self.suit in anim.getSuitTypes(): continue path = 'phase_%s/models/char/suit%s-%s.bam' % (anim.getPhase(), self.suit, anim.getFile()) anims[anim.getName()] = path self.loadAnims(anims, 'body') self.generateHealthBar() if self.suitPlan.suitType == SuitType.A: self.footstepSound = base.audio3d.loadSfx("phase_5/audio/sfx/ENC_cogafssm.ogg") elif self.suitPlan.suitType == SuitType.B: self.footstepSound = base.audio3d.loadSfx("phase_5/audio/sfx/ENC_cogbfssm.ogg") elif self.suitPlan.suitType == SuitType.C: self.footstepSound = base.audio3d.loadSfx("phase_5/audio/sfx/ENC_cogcfssm.ogg") if self.footstepSound: base.audio3d.attachSoundToObject(self.footstepSound, self) else: if self.variant == Variant.SKELETON or self.variant == Variant.ZOMBIE: self.loadModel('phase_5/models/char/cog%s_robot-lose-mod.bam' % (str(self.suit)), 'body') else: self.loadModel('phase_4/models/char/suit%s-lose-mod.bam' % (str(self.suit)), 'body') self.loadAnims({'lose' : 'phase_4/models/char/suit%s-lose.bam' % (str(self.suit))}, 'body') if self.variant != Variant.SKELETON: self.headModel = self.head.generate() self.headModel.reparentTo(self.find("**/joint_head")) if self.suitPlan.getName() == SuitGlobals.VicePresident: self.headModel.setScale(0.35) self.headModel.setHpr(270, 0, 270) self.headModel.setZ(-0.10) self.headModel.loop('neutral') self.setClothes() classScale = 1.0#self.suitPlan.getCogClassAttrs().scaleMod self.setAvatarScale((self.suitPlan.getScale() / SuitGlobals.scaleFactors[self.suit]) * classScale) #self.setHeight(self.suitPlan.getHeight()) if nameTag: self.setupNameTag() Avatar.initShadow(self) # We've already done all manipulating to the cog, we can just flatten it. self.getPart('body').flattenStrong() self.postFlatten() self.headModel.flattenStrong() if isinstance(self.headModel, Actor): self.headModel.postFlatten()
def generateCog(self, isLose=0, nameTag=True): #startTime = globalClock.getRealTime() generateCollector.start() cleanupCollector.start() self.cleanup() cleanupCollector.stop() if not isLose: if self.suitPlan in SuitBank.suitSetups: setup = SuitBank.suitSetups[self.suitPlan] else: setup = SuitBank.SuitSetup() SuitBank.suitSetups[self.suitPlan] = setup if not self.variant in setup.actor: setupActor = Actor() if self.variant == Variant.SKELETON or self.variant == Variant.ZOMBIE: setupActor.loadModel( 'phase_5/models/char/cog%s_robot-zero.bam' % (str(self.suit)), 'body') else: setupActor.loadModel( 'phase_3.5/models/char/suit%s-mod.bam' % (str(self.suit)), 'body') animations = SuitGlobals.animations anims = {} for anim in animations: if not self.suit in anim.getSuitTypes(): continue path = 'phase_%s/models/char/suit%s-%s.bam' % ( anim.getPhase(), self.suit, anim.getFile()) anims[anim.getName()] = path setupActor.loadAnims(anims, 'body') setup.actor[self.variant] = setupActor actorCollector.start() self.copyActor(setup.actor[self.variant]) actorCollector.stop() healthBarCollector.start() self.generateHealthBar() healthBarCollector.stop() footstepCollector.start() if self.suitPlan.suitType == SuitType.A: self.footstepSound = base.audio3d.loadSfx( "phase_5/audio/sfx/ENC_cogafssm.ogg") elif self.suitPlan.suitType == SuitType.B: self.footstepSound = base.audio3d.loadSfx( "phase_5/audio/sfx/ENC_cogbfssm.ogg") elif self.suitPlan.suitType == SuitType.C: self.footstepSound = base.audio3d.loadSfx( "phase_5/audio/sfx/ENC_cogcfssm.ogg") if self.footstepSound: base.audio3d.attachSoundToObject(self.footstepSound, self) self.footstepSound.setVolume(0.0) self.footstepSound.setLoop(True) self.footstepSound.play() footstepCollector.stop() else: if self.variant == Variant.SKELETON or self.variant == Variant.ZOMBIE: self.loadModel( 'phase_5/models/char/cog%s_robot-lose-mod.bam' % (str(self.suit)), 'body') else: self.loadModel( 'phase_4/models/char/suit%s-lose-mod.bam' % (str(self.suit)), 'body') self.loadAnims( { 'lose': 'phase_4/models/char/suit%s-lose.bam' % (str(self.suit)) }, 'body') genHeadCollector.start() if self.variant != Variant.SKELETON: self.headModel = self.head.generate() self.headModel.reparentTo(self.find("**/joint_head")) if self.suitPlan.getName() == SuitGlobals.VicePresident: self.headModel.setScale(0.35) self.headModel.setHpr(270, 0, 270) self.headModel.setZ(-0.10) self.headModel.loop('neutral') if self.variant == Variant.SKELETON: self.headModel = self.find("**/joint_head") #antenna = loader.loadModel("models/police_antenna.bam") ##antenna.reparentTo(self.find("**/joint_head")) #antenna.setPos(0.5, -0.5, 0) #antenna.setScale(1.25) #antenna.clearModelNodes() #antenna.flattenStrong() genHeadCollector.stop() self.setClothes() classScale = 1.0 #self.suitPlan.getCogClassAttrs().scaleMod self.setAvatarScale( (self.suitPlan.getScale() / SuitGlobals.scaleFactors[self.suit]) * classScale) self.setHeight(self.suitPlan.getHeight()) nametagCollector.start() if nameTag: self.setupNameTag() nametagCollector.stop() Avatar.initShadow(self) if self.variant != Variant.SKELETON: # We've already done all manipulating to the cog, we can just flatten it. self.getPart('body').flattenStrong() self.postFlatten() self.headModel.flattenStrong() if isinstance(self.headModel, Actor): self.headModel.postFlatten() #endTime = globalClock.getRealTime() #print("GenerateCog took {0} seconds".format(endTime - startTime)) generateCollector.stop()