def idleState(self): # stop movement self.stopMovement() # play wait animation if (self.heartContainer.isLow): self.rig.playHeavyWait() else: self.rig.playWait() # get forward force forward_force = self.getForwardForce() # If use object if (self.objectManager.useObject()): return # If detect enemy damage if (self.tester.detectEnemyDamage()): start_hitState(self) return # If statetime is finish can do action if (self.playStateTime(1.0)): # If detect chest if ( self.tester.detectChest() ): if ( self.gamepad.isActionPressed() ): start_openChestState(self) # If detect bloc if (self.tester.detectBloc()): if (self.gamepad.isActionPressed()): start_waitPushState(self) return # If detect ledge ground from ground if (self.tester.detectLedgeGroundFromGround()): if (self.gamepad.isActionPressed()): # go to climb start_climbLedgeState(self) return # If detect pckable object if ( self.tester.detectObjectToPickUp() and self.pickManager.active == False ): if (self.gamepad.isActionPressed() ): start_pickObjectState(self) return # test if detect placard if (self.tester.detectInteractivePlacard()): if ( self.gamepad.isActionPressed(JUST_ACTIVATED) ): start_interactionState(self) return if (self.pickManager.active == True): # if action pressed if ( self.gamepad.isAttackPressed(JUST_ACTIVATED) ): start_throwObjectState(self) return # test if can target a object if ( self.targetManager.zTarget() ):#canTargetObject() self.switchState(PlayerState.IDLE_TARGET_STATE) return # if move go to walk animation if (forward_force != 0): if (self.targetManager.active): self.switchState(PlayerState.STRAFE_STATE) else: self.switchState(PlayerState.WALK_STATE) # other action else: # if detect key for look if ( self.gamepad.isLookPressed() ): # go to look state start_firstLookView(self) # detect ladder elif (self.tester.detectLadder()): # change hud action text #self.playerHUD().changeActionText('Monter') if ( self.gamepad.isActionPressed() ): # go to ladder state start_ladderState(self) # detect a door elif (self.tester.detectDoor()): if ( self.gamepad.isActionPressed() ): # g oto ladder state start_openDoorState(self) # go to get armed elif (self.gamepad.isAttackPressed() and self.fightManager.canUseSword()): if (self.fightManager.isUnsheated() ): start_basicSwordAttack1State(self) else: self.unsheat(True) # range sword an shield if ( self.fightManager.isUnsheated() ): if ( self.gamepad.isActionPressed() ): self.unsheat(False)
def idleState(self): # stop movement self.stopMovement() # play wait animation if (self.heartContainer.isLow): self.rig.playHeavyWait() else: self.rig.playWait() # get forward force forward_force = self.getForwardForce() # If use object if (self.objectManager.useObject()): return # If detect enemy damage if (self.tester.detectEnemyDamage()): start_hitState(self) return # If statetime is finish can do action if (self.playStateTime(1.0)): # If detect chest if (self.tester.detectChest()): if (self.gamepad.isActionPressed()): start_openChestState(self) # If detect bloc if (self.tester.detectBloc()): if (self.gamepad.isActionPressed()): start_waitPushState(self) return # If detect ledge ground from ground if (self.tester.detectLedgeGroundFromGround()): if (self.gamepad.isActionPressed()): # go to climb start_climbLedgeState(self) return # If detect pckable object if (self.tester.detectObjectToPickUp() and self.pickManager.active == False): if (self.gamepad.isActionPressed()): start_pickObjectState(self) return # test if detect placard if (self.tester.detectInteractivePlacard()): if (self.gamepad.isActionPressed(JUST_ACTIVATED)): start_interactionState(self) return if (self.pickManager.active == True): # if action pressed if (self.gamepad.isAttackPressed(JUST_ACTIVATED)): start_throwObjectState(self) return # test if can target a object if (self.targetManager.zTarget()): #canTargetObject() self.switchState(PlayerState.IDLE_TARGET_STATE) return # if move go to walk animation if (forward_force != 0): if (self.targetManager.active): self.switchState(PlayerState.STRAFE_STATE) else: self.switchState(PlayerState.WALK_STATE) # other action else: # if detect key for look if (self.gamepad.isLookPressed()): # go to look state start_firstLookView(self) # detect ladder elif (self.tester.detectLadder()): # change hud action text #self.playerHUD().changeActionText('Monter') if (self.gamepad.isActionPressed()): # go to ladder state start_ladderState(self) # detect a door elif (self.tester.detectDoor()): if (self.gamepad.isActionPressed()): # g oto ladder state start_openDoorState(self) # go to get armed elif (self.gamepad.isAttackPressed() and self.fightManager.canUseSword()): if (self.fightManager.isUnsheated()): start_basicSwordAttack1State(self) else: self.unsheat(True) # range sword an shield if (self.fightManager.isUnsheated()): if (self.gamepad.isActionPressed()): self.unsheat(False)
def idleState(self): # stop movement self.stopMovement() # play wait animation self.rig.playWait() # get forward force forward_force = self.getForwardForce() if (self.onPick == True): # if action pressed if ( self.gamepad.isAttackPressed() ): start_throwObjectState(self) return else: self.rig.playPick() # If detect enemy damage if (self.tester.detectEnemyDamage()): start_hitState(self) return # If detect ledge ground from ground if (self.tester.detectLedgeGroundFromGround()): if (self.gamepad.isActionPressed()): # go to climb start_climbGroundState(self) return # If detect pckable object if ( self.tester.detectObjectToPickUp() and self.onPick == False ): if (self.gamepad.isActionPressed() ): start_pickObjectState(self) return # test if detect placard if (self.tester.detectInteractivePlacard()): if ( self.gamepad.isActionPressed() ): start_interactionState(self) return # test if can target a object if ( self.targetManager.canTargetObject() ): self.switchState(PlayerState.IDLE_TARGET_STATE) return # if move go to walk animation if (forward_force != 0): if (self.targetManager.active): self.switchState(PlayerState.STRAFE_STATE) else: self.switchState(PlayerState.WALK_STATE) # other action else: # if detect key for look if ( self.gamepad.isLookPressed() ): # go to look state start_firstLookView(self) # detect lader elif (self.tester.detectLadder()): # change hud action text #self.playerHUD().changeActionText('Monter') if ( self.gamepad.isActionPressed() ): # go to ladder state start_ladderState(self) # detect a door elif (self.tester.detectDoor()): if ( self.gamepad.isActionPressed() ): # g oto ladder state start_openDoorState(self) # go to get armed elif (self.gamepad.isAttackPressed()): if (self.armed == False): # play get armed animation #self.rig.playGetArmed() # set to armed self.activeArmedMode() else: start_basicSwordAttack1State(self) # range sword an shield if (self.armed == True): if ( self.gamepad.isActionPressed() ): self.deactiveArmedMode()