mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
188 lines
6.7 KiB
Python
188 lines
6.7 KiB
Python
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from pandac.PandaModules import *
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from toontown.toonbase.ToonBaseGlobal import *
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from direct.interval.IntervalGlobal import *
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from toontown.toonbase.ToontownGlobals import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import StateData
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from direct.fsm import ClassicFSM, State
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from direct.fsm import State
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from direct.task.Task import Task
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class CogThiefGameToonSD(StateData.StateData):
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notify = DirectNotifyGlobal.directNotify.newCategory('CogThiefGameToonSD')
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FallBackAnim = 'slip-backward'
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FallFwdAnim = 'slip-forward'
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NeutralAnim = 'neutral'
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RunAnim = 'run'
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ThrowNeutralAnim = 'throw'
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ThrowRunAnim = 'throw'
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animList = [FallBackAnim,
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FallFwdAnim,
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NeutralAnim,
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RunAnim,
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ThrowNeutralAnim,
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ThrowRunAnim]
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def __init__(self, avId, game):
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self.avId = avId
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self.game = game
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self.isLocal = avId == base.localAvatar.doId
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self.toon = self.game.getAvatar(self.avId)
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self.unexpectedExit = False
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self.fsm = ClassicFSM.ClassicFSM('CogThiefGameAnimFSM-%s' % self.avId, [State.State('init', self.enterInit, self.exitInit, ['normal']),
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State.State('normal', self.enterNormal, self.exitNormal, ['throwPie', 'fallBack', 'fallForward']),
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State.State('throwPie', self.enterThrowPie, self.exitThrowPie, ['normal',
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'fallBack',
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'fallForward',
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'throwPie']),
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State.State('fallBack', self.enterFallBack, self.exitFallBack, ['normal']),
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State.State('fallForward', self.enterFallForward, self.exitFallForward, ['normal']),
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State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'init', 'cleanup')
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self.exitAlreadyCalled = False
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def load(self):
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self.setAnimState('off', 1.0)
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for anim in self.animList:
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self.toon.pose(anim, 0)
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def unload(self):
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del self.fsm
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def enter(self):
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self.fsm.enterInitialState()
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def exit(self, unexpectedExit = False):
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if self.exitAlreadyCalled:
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return
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self.exitAlreadyCalled = True
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self.notify.debug('in exit self.toon.doId=%s' % self.toon.doId)
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self.unexpectedExit = unexpectedExit
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self.fsm.requestFinalState()
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def enterInit(self):
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self.notify.debug('enterInit')
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self.toon.startBlink()
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self.toon.stopLookAround()
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if self.isLocal:
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self.game.initGameWalk()
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self.toon.useLOD(1000)
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self.dropShadow = self.toon.dropShadow
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self.origDropShadowColor = self.dropShadow.getColor()
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c = self.origDropShadowColor
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alpha = 0.35
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self.dropShadow.setColor(c[0], c[1], c[2], alpha)
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def exitInit(self):
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pass
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def setAnimState(self, newState, playRate):
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if not self.unexpectedExit:
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self.toon.setAnimState(newState, playRate)
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def enterNormal(self):
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self.notify.debug('enterNormal')
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self.setAnimState('CogThiefRunning', 1.0)
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if self.isLocal:
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self.game.startGameWalk()
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self.toon.lerpLookAt(Vec3.forward() + Vec3.up(), time=0.2, blink=0)
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def exitNormal(self):
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self.notify.debug('exitNormal')
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self.setAnimState('off', 1.0)
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if self.isLocal:
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self.game.stopGameWalk()
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self.toon.lerpLookAt(Vec3.forward(), time=0.2, blink=0)
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def throwPie(self, pieModel, handNode):
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if self.fsm.getCurrentState().getName() == 'throwPie':
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self.fsm.request('normal')
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self.fsm.request('throwPie', [pieModel, handNode])
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def enterThrowPie(self, pieModel, handNode):
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self.notify.debug('enterThrowPie')
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self.setAnimState('CatchEating', 1.0)
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if self.isLocal:
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self.game.startGameWalk()
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self.pieModel = pieModel
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renderScale = pieModel.getScale(render)
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pieModel.reparentTo(handNode)
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pieModel.setScale(render, renderScale)
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def finishedEating(self = self, pieModel = pieModel):
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self.fsm.request('normal')
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return Task.done
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duration = self.toon.getDuration('catch-eatneutral')
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self.eatIval = Sequence(Parallel(WaitInterval(duration), Sequence(LerpScaleInterval(pieModel, duration / 2.0, pieModel.getScale() * 0.5, blendType='easeInOut'), Func(pieModel.hide))), Func(finishedEating), name=self.toon.uniqueName('eatingIval'))
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self.eatIval.start()
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def exitThrowPie(self):
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self.eatIval.pause()
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del self.eatIval
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self.pieModel.reparentTo(hidden)
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self.pieModel.removeNode()
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del self.pieModel
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self.setAnimState('off', 1.0)
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if self.isLocal:
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self.game.stopGameWalk()
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def enterFallBack(self):
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self.notify.debug('enterFallBack')
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if self.isLocal:
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base.playSfx(self.game.sndOof)
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duration = 1.0
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animName = self.FallBackAnim
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startFrame = 12
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totalFrames = self.toon.getNumFrames(animName)
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frames = totalFrames - 1 - startFrame
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frameRate = self.toon.getFrameRate(animName)
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newRate = frames / duration
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playRate = newRate / frameRate
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def resume(self = self):
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self.fsm.request('normal')
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self.fallBackIval = Sequence(ActorInterval(self.toon, animName, startTime=startFrame / newRate, endTime=totalFrames / newRate, playRate=playRate), FunctionInterval(resume))
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self.fallBackIval.start()
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def exitFallBack(self):
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self.fallBackIval.pause()
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del self.fallBackIval
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def enterFallForward(self):
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self.notify.debug('enterFallForward')
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if self.isLocal:
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base.playSfx(self.game.sndOof)
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duration = 1.0
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animName = self.FallFwdAnim
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startFrame = 12
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totalFrames = self.toon.getNumFrames(animName)
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frames = totalFrames - 1 - startFrame
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frameRate = self.toon.getFrameRate(animName)
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newRate = frames / duration
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playRate = newRate / frameRate
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def resume(self = self):
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self.fsm.request('normal')
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self.fallFwdIval = Sequence(ActorInterval(self.toon, animName, startTime=startFrame / newRate, endTime=totalFrames / newRate, playRate=playRate), FunctionInterval(resume))
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self.fallFwdIval.start()
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def exitFallForward(self):
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self.fallFwdIval.pause()
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del self.fallFwdIval
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def enterCleanup(self):
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self.notify.debug('enterCleanup %s' % self.toon.doId)
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if self.toon and not self.toon.isEmpty():
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self.toon.stopBlink()
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self.toon.startLookAround()
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if self.isLocal:
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self.game.stopGameWalk()
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self.game.destroyGameWalk()
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self.toon.resetLOD()
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self.dropShadow.setColor(self.origDropShadowColor)
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def exitCleanup(self):
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pass
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