def __assembleNonDamagedOnly(resourceRefs, appearance, isPlayer, lodLink,
                              lodStateLink):
     model_assembler.assembleTerrainMatKindSensor(appearance, lodStateLink)
     model_assembler.assembleRecoil(appearance, lodLink)
     model_assembler.assembleGunLinkedNodesAnimator(appearance)
     model_assembler.assembleCollisionObstaclesCollector(
         appearance, lodStateLink)
     model_assembler.assembleTessellationCollisionSensor(
         appearance, lodStateLink)
     model_assembler.assembleSuspensionIfNeed(appearance, lodStateLink)
     model_assembler.assembleLeveredSuspensionIfNeed(
         appearance, lodStateLink)
     _assembleSwinging(appearance, lodLink)
     model_assembler.assembleSuspensionSound(appearance, lodLink, isPlayer)
     model_assembler.assembleSuspensionController(appearance)
     appearance.wheelsAnimator = model_assembler.createWheelsAnimator(
         appearance.compoundModel, appearance.typeDescriptor,
         appearance.splineTracks, appearance.filter, lodStateLink)
     appearance.trackNodesAnimator = model_assembler.createTrackNodesAnimator(
         appearance.compoundModel, appearance.typeDescriptor,
         appearance.wheelsAnimator, lodStateLink)
     model_assembler.assembleVehicleTraces(appearance, appearance.filter,
                                           lodStateLink)
     model_assembler.assembleTracks(resourceRefs, appearance.typeDescriptor,
                                    appearance, appearance.splineTracks,
                                    False, lodStateLink)
Exemplo n.º 2
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    def __assembleNonDamagedOnly(self, resourceRefs, isPlayer, lodLink, lodStateLink):
        model_assembler.assembleTerrainMatKindSensor(self, lodStateLink, self.spaceID)
        model_assembler.assembleRecoil(self, lodLink)
        model_assembler.assembleMultiGunRecoil(self, lodLink)
        model_assembler.assembleGunLinkedNodesAnimator(self)
        model_assembler.assembleCollisionObstaclesCollector(self, lodStateLink, self.typeDescriptor)
        model_assembler.assembleTessellationCollisionSensor(self, lodStateLink)
        wheelsScroll = None
        wheelsSteering = None
        generalWheelsAnimatorConfig = self.typeDescriptor.chassis.generalWheelsAnimatorConfig
        if generalWheelsAnimatorConfig is not None:
            scrollableWheelsCount = generalWheelsAnimatorConfig.getNonTrackWheelsCount()
            wheelsScroll = []
            for _ in xrange(scrollableWheelsCount):
                retrieverGameObject = ScriptGameObject(self.spaceID)
                retriever = retrieverGameObject.createComponent(NetworkFilters.FloatFilterRetriever)
                wheelsScroll.append(DataLinks.createFloatLink(retriever, 'value'))
                self.filterRetrievers.append(retriever)
                self.filterRetrieverGameObjects.append(retrieverGameObject)

            steerableWheelsCount = generalWheelsAnimatorConfig.getSteerableWheelsCount()
            wheelsSteering = []
            for _ in xrange(steerableWheelsCount):
                retrieverGameObject = ScriptGameObject(self.spaceID)
                retriever = retrieverGameObject.createComponent(NetworkFilters.FloatFilterRetriever)
                wheelsSteering.append(DataLinks.createFloatLink(retriever, 'value'))
                self.filterRetrievers.append(retriever)
                self.filterRetrieverGameObjects.append(retrieverGameObject)

        self.wheelsAnimator = model_assembler.createWheelsAnimator(self, ColliderTypes.VEHICLE_COLLIDER, self.typeDescriptor, lambda : self.wheelsState, wheelsScroll, wheelsSteering, self.splineTracks, lodStateLink)
        if self.customEffectManager is not None:
            self.customEffectManager.setWheelsData(self)
        suspensionLodLink = lodStateLink
        if 'wheeledVehicle' in self.typeDescriptor.type.tags:
            wheeledLodCalculator = self.wheelsGameObject.createComponent(Vehicular.LodCalculator, DataLinks.linkMatrixTranslation(self.compoundModel.matrix), True, WHEELED_CHASSIS_PRIORITY_GROUP, isPlayer)
            self.allLodCalculators.append(wheeledLodCalculator)
            suspensionLodLink = wheeledLodCalculator.lodStateLink
        model_assembler.assembleSuspensionIfNeed(self, suspensionLodLink)
        model_assembler.assembleLeveredSuspensionIfNeed(self, suspensionLodLink)
        self.__assembleSwinging(lodLink)
        model_assembler.assembleBurnoutProcessor(self)
        model_assembler.assembleSuspensionSound(self, lodLink, isPlayer)
        model_assembler.assembleHullAimingController(self)
        self.trackNodesAnimator = model_assembler.createTrackNodesAnimator(self, self.typeDescriptor, lodStateLink)
        model_assembler.assembleTracks(resourceRefs, self.typeDescriptor, self, self.splineTracks, False, lodStateLink)
        model_assembler.assembleVehicleTraces(self, self.filter, lodStateLink)
        return