def __init__(self, id, parent, right): super().__init__(id, parent) self.__right = right self.btn = controller_buttons() self.touch = controller_touches() self.__pose = animation() c_lib.sys_set_ctrl_pose(right, self.__pose._animation__id) self.axis = vec2() self.axis2 = vec2() self.trigger = 0 self.grip = 0
def pose(self): return animation(self.__pose)
def insert(self, ii, anim): anim = animation(anim) self.__list.insert(ii, anim) for i in range(ii, len(self.__list)): c_lib.mesh_set_animation(self.__id, self.__list[i]._animation__id, i)
def animation(self): if len(self.__animations) == 0: a = animation() self.__animations.append(a) return self.__animations[0]
def __setitem__(self, ii, anim): anim = animation(anim) self.__list[ii] = anim c_lib.mesh_set_animation(self.__id, anim._animation__id, ii)