def doPrecache(cls): if cls.anim: precacheActor([cls.model, {'chan': cls.anim, 'zero': cls.model}]) elif cls.model: precacheModel(cls.model) if cls.hitSfxPath: precacheSound(cls.hitSfxPath)
def doPrecache(cls): super(HL2Pistol, cls).doPrecache() precacheActor(cls.sgActorDef) precacheSound(cls.sgFirePath) precacheSound(cls.sgEmptyPath) precacheSound(cls.sgReloadPath)
def doPrecache(cls): precacheActor(cls.sgActorDef) precacheSound(cls.sgFirePath) precacheSound(cls.sgDblFirePath) precacheSound(cls.sgPumpPath) precacheSound(cls.sgEmptyPath) for rl in cls.sgReloadPaths: precacheSound(rl)
def doPrecache(cls): if cls.ModelAnimPath: precacheActor([ cls.ModelPath, { 'chan': cls.ModelAnimPath, 'zero': cls.ModelPath } ]) elif cls.ModelPath: precacheModel(cls.ModelPath)
def doPrecache(cls): print("BaseAttack(%s).doPrecache()" % cls.ModelPath) if cls.ModelAnimPath: precacheActor([ cls.ModelPath, { 'chan': cls.ModelAnimPath, 'zero': cls.ModelPath } ]) elif cls.ModelPath: precacheModel(cls.ModelPath) if cls.SpecialVM and cls.SpecialVMActor: precacheActor(cls.SpecialVMActor)
def precacheSuits(): from src.coginvasion.cog import Variant from src.coginvasion.cog.DistributedSuit import DistributedSuit from src.coginvasion.base.Precache import precacheActor suit = DistributedSuit(None) suit.doId = 0 for suitPlan in totalSuits: print("Precaching", suitPlan.name) suit.suitPlan = suitPlan suit.suit = suitPlan.getSuitType() suit.head = suitPlan.getHead() suit.dept = suitPlan.getDept() suit.handColor = suitPlan.getHandColor() suit.variant = Variant.NORMAL suit.level = 0 suit.generateCog(nameTag = False) precacheActor(suit) suit.generateCog(isLose = 1, nameTag = False) precacheActor(suit) # Now also do the skelecog versions for suitType in [SuitType.A, SuitType.B, SuitType.C]: suit.variant = Variant.SKELETON suit.suit = suitType suit.generateCog(nameTag = False) precacheActor(suit) suit.generateCog(isLose = 1, nameTag = False) precacheActor(suit) suit.disable() suit.delete()
def doPrecache(cls): super(HL2Shotgun, cls).doPrecache() precacheActor(cls.sgActorDef) precacheSound(cls.sgFirePath) precacheSound(cls.sgDblFirePath) precacheSound(cls.sgPumpPath) precacheSound(cls.sgEmptyPath) for rl in cls.sgReloadPaths: precacheSound(rl) precacheModel(cls.ShellPath) for i in xrange(cls.ShellContactSoundRange[0], cls.ShellContactSoundRange[1] + 1): precacheSound(cls.ShellContactSoundPath.format(i))
def precacheSuits(): from src.coginvasion.cog import Variant from src.coginvasion.cog.Suit import Suit from src.coginvasion.base.Precache import precacheActor suit = Suit() for suitPlan in totalSuits: print "Precaching", suitPlan.name suit.suitPlan = suitPlan suit.suit = suitPlan.getSuitType() suit.head = suitPlan.getHead() suit.dept = suitPlan.getDept() suit.handColor = suitPlan.getHandColor() suit.variant = Variant.NORMAL suit.level = 0 suit.generateCog(nameTag=False) precacheActor(suit) suit.generateCog(isLose=1, nameTag=False) precacheActor(suit) suit.disable() suit.delete()
def precacheToons(): """ Precaches all Toon models and animations! """ from src.coginvasion.base.Precache import precacheActor, precacheModel from direct.actor.Actor import Actor for legType in LegHeightDict.keys(): toon = Actor() generateBodyPart(toon, 'legs', legType, 3, 'shorts') precacheActor(toon) toon.cleanup() toon.removeNode() for torsoType in TorsoHeightDict.keys(): toon = Actor() generateBodyPart(toon, 'torso', torsoType, 3, '') precacheActor(toon) toon.cleanup() toon.removeNode() for animal in HeadScales.keys(): if animal != "dog": precacheModel("phase_3/models/char/%s-heads-1000.bam" % animal) else: for headType in DogHeads: # precache all dog head models and animations mdl = "phase_3/models/char/tt_a_chr_%s_head_1000.bam" % headType partAnimations = {} # Load the body part animations. for animName in ANIMATIONS: animationData = list(ANIMATIONS[animName]) animPath = None if len(animationData) == 2: animPhase = animationData[0] animFile = animationData[1] # Let's create the path for the animation. animPath = BASE_MODEL % (animPhase, headType, '', 'head', animFile) if '_-' in animPath: animPath = animPath.replace('_-', '-') if '__' in animPath: animPath = animPath.replace('__', '_') partAnimations[animName] = animPath precacheActor([mdl, partAnimations])
def doPrecache(cls): super(NPC_VP, cls).doPrecache() precacheActor(cls.LegsActorDef) precacheActor(cls.TorsoActorDef) precacheActor(cls.HeadActorDef) precacheModel(cls.TreadsModel) precacheSound(cls.ThrowGearsSoundPath) precacheSound(cls.DoorOpenSoundPath) precacheSound(cls.DoorCloseSoundPath) precacheSound(cls.StatementSoundPath) precacheSound(cls.QuestionSoundPath) precacheSound(cls.GruntSoundPath) precacheSound(cls.StunSoundPath) precacheSound(cls.RaiseSoundPath) precacheSound(cls.JumpStartSoundPath) precacheSound(cls.JumpEndSoundPath) precacheSound(cls.ChirpSoundPath)
def __init__(self): DirectObject.__init__(self) self.mouseEnabled = False self.lastCamRoot2Quat = Quat(Quat.identQuat()) self.punchAngleVel = Vec3(0) self.punchAngle = Vec3(0) self.lastFacing = Vec3(0) self.lastMousePos = Point2(0) self.currMousePos = Point2(0) self.bobTime = 0 self.lastBobTime = 0 self.lastVMPos = Point3(0) self.camRoot = NodePath("camRoot") self.camRoot2 = self.camRoot.attachNewNode("camRoot2") self.lastPitch = 0 self.lastEyeHeight = 0.0 # Updates to the transform of camRoot self.vmRender = NodePath( BSPRender('vmRender', BSPLoader.getGlobalPtr())) self.vmRender.setShaderAuto() self.vmRoot = self.vmRender.attachNewNode('vmRoot') self.vmRoot2 = self.vmRoot.attachNewNode(ModelRoot('vmRoot2')) self.viewModel = Actor( "phase_14/models/char/v_toon_arms.bam", { "zero": "phase_14/models/char/v_toon_arms.egg", # Squirt gun viewmodel animations "sg_draw": "phase_14/models/char/v_toon_arms-draw.egg", "sg_idle": "phase_14/models/char/v_toon_arms-idle.egg", "sg_inspect": "phase_14/models/char/v_toon_arms-inspect.egg", "sg_shoot_begin": "phase_14/models/char/v_toon_arms-shoot_begin.egg", "sg_shoot_loop": "phase_14/models/char/v_toon_arms-shoot_loop.egg", "sg_shoot_end": "phase_14/models/char/v_toon_arms-shoot_end.egg", "pie_draw": "phase_14/models/char/v_toon_arms-pie_draw.egg", "pie_idle": "phase_14/models/char/v_toon_arms-pie_idle.egg", "button_draw": "phase_14/models/char/v_toon_arms-button_draw.egg", "button_idle": "phase_14/models/char/v_toon_arms-button_idle.egg", "button_press": "phase_14/models/char/v_toon_arms-button_press.egg", "gumball_draw": "phase_14/models/char/v_toon_arms-gumball_draw.egg", "gumball_idle": "phase_14/models/char/v_toon_arms-gumball_idle.egg", "gumball_fire": "phase_14/models/char/v_toon_arms-gumball_fire.egg", "hose_draw": "phase_14/models/char/v_toon_arms-hose_draw.egg", "hose_idle": "phase_14/models/char/v_toon_arms-hose_idle.egg", "hose_shoot_begin": "phase_14/models/char/v_toon_arms-hose_shoot_begin.egg", "hose_shoot_loop": "phase_14/models/char/v_toon_arms-hose_shoot_loop.egg", "hose_shoot_end": "phase_14/models/char/v_toon_arms-hose_shoot_end.egg", "tnt_draw": "phase_14/models/char/v_toon_arms-tnt_draw.egg", "tnt_idle": "phase_14/models/char/v_toon_arms-tnt_idle.egg", "tnt_throw": "phase_14/models/char/v_toon_arms-tnt_throw.egg", "slap_idle": "phase_14/models/char/v_toon_arms-slap_idle.egg", "slap_hit": "phase_14/models/char/v_toon_arms-slap_hit.egg", "sound": "phase_14/models/char/v_toon_arms-sound.egg" }) self.viewModel.setBlend( frameBlend=base.config.GetBool("interpolate-frames", False)) self.viewModel.reparentTo(self.vmRoot2) self.viewModel.find("**/hands").setTwoSided(True) self.viewModel.hide() self.defaultViewModel = self.viewModel self.idealFov = self.ViewModelFOV precacheActor(self.viewModel) #self.viewModel.clearMaterial() #self.viewModel.setMaterial(CIGlobals.getCharacterMaterial(specular = (0, 0, 0, 1)), 1) self.viewportLens = PerspectiveLens() self.viewportLens.setMinFov(self.ViewModelFOV / (4. / 3.)) self.viewportLens.setNear(0.3) # Updates to the transform of base.camera self.viewportCam = base.makeCamera(base.win, clearDepth=True, camName='fpsViewport', mask=CIGlobals.ViewModelCamMask, lens=self.viewportLens) # Pretend to be the main camera so the viewmodel gets ambient probes updated self.viewportCam.node().setTag("__mainpass__", "1") self.viewportCam.reparentTo(self.vmRoot) self.vmGag = None self.vmAnimTrack = None self.dmgFade = OnscreenImage(image="phase_14/maps/damage_effect.png", parent=render2d) self.dmgFade.setBin('gui-popup', 100) self.dmgFade.setTransparency(1) self.dmgFade.setColorScale(1, 1, 1, 0) self.dmgFadeIval = None #self.accept('v', self.vmRender.ls) #base.bspLoader.addDynamicNode(self.vmRoot) if self.PrintAnimLengths: print "v_toon_arms animation lengths:" for anim in self.viewModel.getAnimNames(): print "\t{0}\t:\t{1}".format(anim, self.viewModel.getDuration(anim)) taskMgr.add(self.__vpDebugTask, "vpdebutask", sort=-100)
def doPrecache(cls): super(cls, NPC_Goon).doPrecache() from src.coginvasion.base.Precache import precacheActor precacheActor(cls.GoonieActorDef)