Poodletooth-iLand/toontown/parties/PartyDanceActivityToonFSM.py

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Python
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from panda3d.core import *
2015-03-03 22:10:12 +00:00
from direct.fsm.FSM import FSM
from direct.showbase import PythonUtil
from direct.interval.MetaInterval import Sequence
from toontown.parties.PartyGlobals import DanceReverseLoopAnims, ToonDancingStates
class PartyDanceActivityToonFSM(FSM):
notify = directNotify.newCategory('PartyDanceActivityToonFSM')
def __init__(self, avId, activity, h):
FSM.__init__(self, self.__class__.__name__)
self.notify.debug('init : avId = %s, activity = %s ' % (avId, activity))
self.avId = avId
self.activity = activity
self.isLocal = avId == base.localAvatar.doId
self.toon = self.activity.getAvatar(self.avId)
self.toonH = h
self.danceNode = None
self.danceMoveSequence = None
self.lastAnim = None
self.defaultTransitions = {'Init': ['Run', 'DanceMove', 'Cleanup'],
'DanceMove': ['Run', 'DanceMove', 'Cleanup'],
'Run': ['Run', 'DanceMove', 'Cleanup'],
'Cleanup': []}
self.enteredAlready = False
return
def destroy(self):
self.toon = None
if self.danceNode is not None:
self.danceNode.removeNode()
self.danceNode = None
self.activity = None
self.avId = None
return
def enterInit(self, *args):
if not self.enteredAlready:
self.danceNode = NodePath('danceNode-%s' % self.avId)
self.danceNode.reparentTo(render)
self.danceNode.setPos(0, 0, 0)
self.danceNode.setH(self.toonH)
pos = self.toon.getPos(self.danceNode)
self.toon.reparentTo(self.danceNode)
self.toon.setPos(pos)
self.enteredAlready = True
def exitInit(self):
pass
def enterCleanup(self, *args):
if hasattr(base.cr.playGame.hood, 'loader'):
pos = self.toon.getPos(self.activity.getParentNodePath())
hpr = self.toon.getHpr(self.activity.getParentNodePath())
self.toon.reparentTo(self.activity.getParentNodePath())
self.toon.setPos(pos)
self.toon.setHpr(hpr)
if self.danceNode is not None:
self.danceNode.removeNode()
self.danceNode = None
self.enteredAlready = False
return
def exitCleanup(self):
pass
def enterDanceMove(self, anim = ''):
if self.lastAnim is None and anim == '':
self.toon.loop('victory', fromFrame=98, toFrame=122)
else:
if anim == '':
anim = self.lastAnim
if anim in DanceReverseLoopAnims:
self.danceMoveSequence = Sequence(self.toon.actorInterval(anim, loop=0), self.toon.actorInterval(anim, loop=0, playRate=-1.0))
self.danceMoveSequence.loop()
else:
self.toon.loop(anim)
self.lastAnim = anim
return
def exitDanceMove(self):
if self.danceMoveSequence and self.danceMoveSequence.isPlaying():
self.danceMoveSequence.pause()
self.danceMoveSequence = None
return
def enterRun(self, *args):
if self.toon.getCurrentAnim() != 'run':
self.toon.loop('run')
def exitRun(self):
pass