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)
def __onModelsRefresh(self, modelState, resourceList): if BattleReplay.isFinished(): return elif modelState != self.__currentDamageState.modelState: self.__requestModelsRefresh() return elif self.__vehicle is None: return else: vehicle = self.__vehicle newCompoundModel = resourceList[self.__typeDesc.name] self.deactivate(False) self.__compoundModel = newCompoundModel self.__isTurretDetached = vehicle.isTurretDetached if self.__currentDamageState.isCurrentModelDamaged: fashions = VehiclePartsTuple(None, None, None, None) self.swingingAnimator = None self.gunRecoil = None self.__setFashions(fashions, self.__isTurretDetached) self.__destroySystems() self.__trackFashionSet = False self.__setupModels() self.setVehicle(vehicle) self.activate() self.__reattachComponents(self.__compoundModel) lodLink = DataLinks.createFloatLink(self.lodCalculator, 'lodDistance') if not self.damageState.isCurrentModelDamaged: model_assembler.assembleRecoil(self, lodLink) model_assembler.setupTurretRotations(self) return
def _assembleParts(self, isPlayer, appearance): if appearance.isAlive: appearance.detailedEngineState = self.__assembleEngineState( isPlayer) if not appearance.isPillbox and not gEffectsDisabled(): appearance.engineAudition = self.__assembleEngineAudition( isPlayer, appearance) appearance.detailedEngineState.onEngineStart += appearance.engineAudition.onEngineStart appearance.detailedEngineState.onStateChanged += appearance.engineAudition.onStateChanged createEffects(appearance) if isPlayer: gunRotatorConnector = GunRotatorConnector(appearance) appearance.addComponent(gunRotatorConnector) appearance.frictionAudition = Vehicular.FrictionAudition( TANK_FRICTION_EVENT) self.__createTrackCrashControl(appearance) appearance.highlighter = Highlighter() isLodTopPriority = isPlayer lodCalcInst = Vehicular.LodCalculator( DataLinks.linkMatrixTranslation(appearance.compoundModel.matrix), True, VEHICLE_PRIORITY_GROUP, isLodTopPriority) appearance.lodCalculator = lodCalcInst lodLink = DataLinks.createFloatLink(lodCalcInst, 'lodDistance') lodStateLink = lodCalcInst.lodStateLink if not appearance.damageState.isCurrentModelDamaged: model_assembler.assembleRecoil(appearance, lodLink) model_assembler.assembleLeveredSuspensionIfNeed( appearance, lodStateLink) _assembleSwinging(appearance, lodLink) model_assembler.assembleSuspensionSound(appearance, lodLink, isPlayer) model_assembler.assembleSuspensionController(appearance) model_assembler.setupTurretRotations(appearance)
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
def _assembleParts(self, isPlayer, appearance): if appearance.isAlive: appearance.detailedEngineState = self.__assembleEngineState(isPlayer) if not appearance.isPillbox and not gEffectsDisabled(): appearance.engineAudition = self.__assembleEngineAudition(isPlayer, appearance) appearance.detailedEngineState.onEngineStart += appearance.engineAudition.onEngineStart appearance.detailedEngineState.onStateChanged += appearance.engineAudition.onStateChanged _createEffects(appearance) if isPlayer: gunRotatorConnector = GunRotatorConnector(appearance) appearance.addComponent(gunRotatorConnector) self.__createTrackCrashControl(appearance) appearance.highlighter = Highlighter() lodCalcInst = Vehicular.LodCalculator(DataLinks.linkMatrixTranslation(appearance.compoundModel.matrix), True) appearance.lodCalculator = lodCalcInst lodLink = DataLinks.createFloatLink(lodCalcInst, 'lodDistance') if not appearance.damageState.isCurrentModelDamaged: model_assembler.assembleRecoil(appearance, lodLink) _assembleSwinging(appearance, lodLink) model_assembler.setupTurretRotations(appearance)
def _assembleParts(self, isPlayer, appearance): if appearance.isAlive: appearance.detailedEngineState = self.__assembleEngineState( isPlayer) if not appearance.isPillbox and not gEffectsDisabled(): appearance.engineAudition = self.__assembleEngineAudition( isPlayer, appearance) appearance.detailedEngineState.onEngineStart += appearance.engineAudition.onEngineStart appearance.detailedEngineState.onStateChanged += appearance.engineAudition.onStateChanged _createEffects(appearance) if isPlayer: gunRotatorConnector = GunRotatorConnector(appearance) appearance.addComponent(gunRotatorConnector) self.__createTrackCrashControl(appearance) appearance.highlighter = Highlighter() lodCalcInst = Vehicular.LodCalculator( DataLinks.linkMatrixTranslation(appearance.compoundModel.matrix), True) appearance.lodCalculator = lodCalcInst lodLink = DataLinks.createFloatLink(lodCalcInst, 'lodDistance') if not appearance.damageState.isCurrentModelDamaged: model_assembler.assembleRecoil(appearance, lodLink) _assembleSwinging(appearance, lodLink) model_assembler.setupTurretRotations(appearance)