mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
124 lines
5.5 KiB
Python
124 lines
5.5 KiB
Python
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from pandac.PandaModules import NodePath, Point3
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from direct.interval.MetaInterval import Parallel, Sequence
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from direct.interval.SoundInterval import SoundInterval
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from direct.interval.FunctionInterval import Wait, Func
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from toontown.building import ElevatorConstants
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from toontown.building import ElevatorUtils
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import CogdoUtil
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import CogdoGameConsts
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class CogdoGameExit(NodePath):
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def __init__(self, openSfx = None, closeSfx = None):
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NodePath.__init__(self, 'CogdoGameExit')
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self._model = CogdoUtil.loadModel('exitDoor')
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self._model.reparentTo(self)
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self._leftDoor = self._model.find('**/left_door')
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self._rightDoor = self._model.find('**/right_door')
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self._openSfx = openSfx or base.loadSfx('phase_9/audio/sfx/CHQ_VP_door_open.ogg')
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self._closeSfx = closeSfx or base.loadSfx('phase_9/audio/sfx/CHQ_VP_door_close.ogg')
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self._elevatorPoints = []
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for point in ElevatorConstants.ElevatorPoints:
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self._elevatorPoints.append(point[0])
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self._currentSlot = 0
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self._ival = None
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self._open = True
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self._toon2track = {}
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self.close(animate=False)
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return
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def destroy(self):
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self._cleanToonTracks()
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if self._ival is not None:
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self._ival.clearToInitial()
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del self._ival
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self._model.removeNode()
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del self._leftDoor
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del self._rightDoor
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del self._model
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del self._openSfx
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del self._closeSfx
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del self._elevatorPoints
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return
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def isOpen(self):
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return self._open
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def uniqueName(self, name):
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return self.getName() + name
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def open(self, animate = True):
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if self._open:
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return
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if animate:
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self._finishIval()
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self._ival = Sequence(Parallel(SoundInterval(self._closeSfx), self._leftDoor.posInterval(self.getOpenCloseDuration(), ElevatorUtils.getLeftOpenPoint(ElevatorConstants.ELEVATOR_NORMAL), startPos=ElevatorUtils.getLeftClosePoint(ElevatorConstants.ELEVATOR_NORMAL), blendType='easeInOut'), self._rightDoor.posInterval(self.getOpenCloseDuration(), ElevatorUtils.getRightOpenPoint(ElevatorConstants.ELEVATOR_NORMAL), startPos=ElevatorUtils.getRightClosePoint(ElevatorConstants.ELEVATOR_NORMAL), blendType='easeInOut')))
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self._ival.start()
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else:
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ElevatorUtils.openDoors(self._leftDoor, self._rightDoor, type=ElevatorConstants.ELEVATOR_NORMAL)
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self._open = True
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def getOpenCloseDuration(self):
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return CogdoGameConsts.ExitDoorMoveDuration
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def close(self, animate = True):
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if not self._open:
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return
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if animate:
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self._finishIval()
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self._ival = Sequence(Parallel(SoundInterval(self._closeSfx), self._leftDoor.posInterval(self.getOpenCloseDuration(), ElevatorUtils.getLeftClosePoint(ElevatorConstants.ELEVATOR_NORMAL), startPos=ElevatorUtils.getLeftOpenPoint(ElevatorConstants.ELEVATOR_NORMAL), blendType='easeIn'), self._rightDoor.posInterval(self.getOpenCloseDuration(), ElevatorUtils.getRightClosePoint(ElevatorConstants.ELEVATOR_NORMAL), startPos=ElevatorUtils.getRightOpenPoint(ElevatorConstants.ELEVATOR_NORMAL), blendType='easeIn')))
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self._ival.start()
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else:
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ElevatorUtils.closeDoors(self._leftDoor, self._rightDoor, type=ElevatorConstants.ELEVATOR_NORMAL)
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self._open = False
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def _finishIval(self):
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if self._ival is not None and self._ival.isPlaying():
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self._ival.finish()
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return
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def toonEnters(self, toon, goInside = True):
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self._runToonThroughSlot(toon, self._currentSlot, goInside=goInside)
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self._currentSlot += 1
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if self._currentSlot > len(self._elevatorPoints):
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self._currentSlot = 0
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def _runToonThroughSlot(self, toon, slot, goInside = True):
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helperNode = NodePath('helper')
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helperNode.reparentTo(toon.getParent())
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helperNode.lookAt(self)
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lookAtH = helperNode.getH(self._model)
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toonH = toon.getH(self._model)
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hDiff = abs(lookAtH - toonH)
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distanceFromElev = toon.getDistance(self._model)
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moveSpeed = 9.778
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anim = 'run'
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if toon.animFSM.getCurrentState() == 'Sad':
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moveSpeed *= 0.5
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anim = 'sad-walk'
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runInsideDistance = 20
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track = Sequence(Func(toon.stopSmooth), Func(toon.loop, anim, 1.0), Parallel(toon.hprInterval(hDiff / 360.0, Point3(lookAtH, 0, 0), other=self._model, blendType='easeIn'), toon.posInterval(distanceFromElev / moveSpeed, Point3(self._elevatorPoints[slot], 0, 0), other=self._model, blendType='easeIn')), name=toon.uniqueName('runThroughExit'), autoPause=1)
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if goInside:
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track.append(Parallel(toon.hprInterval(lookAtH / 360.0, Point3(0, 0, 0), other=self._model, blendType='easeOut'), toon.posInterval(runInsideDistance / moveSpeed, Point3(self._elevatorPoints[slot], runInsideDistance, 0), other=self._model, blendType='easeOut')))
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track.append(Func(self._clearToonTrack, toon))
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track.append(Func(toon.setAnimState, 'Happy', 1.0))
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self._storeToonTrack(toon, track)
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track.start()
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def _cleanToonTracks(self):
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toons = [ toon for toon in self._toon2track ]
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for toon in toons:
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self._clearToonTrack(toon)
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def _clearToonTrack(self, toon):
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oldTrack = self._toon2track.get(toon)
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if oldTrack is not None:
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oldTrack.pause()
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del self._toon2track[toon]
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return
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def _storeToonTrack(self, toon, track):
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self._clearToonTrack(toon)
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self._toon2track[toon] = track
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