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https://github.com/Sneed-Group/Poodletooth-iLand
synced 2025-01-09 17:53:50 +00:00
MovieCamera unused cleanup + red admin nametags instead of purple
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parent
8c0eed8214
commit
887fa8abda
2 changed files with 34 additions and 94 deletions
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@ -488,52 +488,6 @@ def chooseSuitShot(attack, attackDuration):
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pbpTrack = pbpText.getShowInterval(displayName, 3.5)
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return Parallel(camTrack, pbpTrack)
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def chooseSuitCloseShot(attack, openDuration, openName, attackDuration):
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av = None
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duration = attackDuration - openDuration
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if duration < 0:
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duration = 1e-06
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groupStatus = attack['group']
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diedTrack = None
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if groupStatus == ATK_TGT_SINGLE:
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av = attack['target']['toon']
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shotChoices = [avatarCloseUpThreeQuarterRightShot, suitGroupThreeQuarterLeftBehindShot]
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died = attack['target']['died']
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if died != 0:
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pbpText = attack['playByPlayText']
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diedText = av.getName() + ' was defeated!'
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diedTextList = [diedText]
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diedTrack = pbpText.getToonsDiedInterval(diedTextList, duration)
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elif groupStatus == ATK_TGT_GROUP:
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av = None
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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deadToons = []
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targetDicts = attack['target']
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for targetDict in targetDicts:
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died = targetDict['died']
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if died != 0:
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deadToons.append(targetDict['toon'])
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if len(deadToons) > 0:
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pbpText = attack['playByPlayText']
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diedTextList = []
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for toon in deadToons:
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pbpText = attack['playByPlayText']
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diedTextList.append(toon.getName() + ' was defeated!')
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diedTrack = pbpText.getToonsDiedInterval(diedTextList, duration)
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else:
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notify.error('Bad groupStatus: %s' % groupStatus)
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track = apply(random.choice(shotChoices), [av, duration])
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if diedTrack == None:
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return track
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else:
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mtrack = Parallel(track, diedTrack)
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return mtrack
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return
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def makeShot(x, y, z, h, p, r, duration, other = None, name = 'makeShot'):
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if other:
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return heldRelativeShot(other, x, y, z, h, p, r, duration, name)
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@ -888,20 +842,6 @@ def randomOverShoulderShot(suit, toon, battle, duration, focus):
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return focusShot(x, y, z, duration, toonCentralPoint, splitFocusPoint=suitCentralPoint)
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def randomCameraSelection(suit, attack, attackDuration, openShotDuration):
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterLeftShot,
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allGroupLowShot,
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suitGroupLowLeftShot,
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avatarBehindHighShot]
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if openShotDuration > attackDuration:
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openShotDuration = attackDuration
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closeShotDuration = attackDuration - openShotDuration
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openShot = apply(random.choice(shotChoices), [suit, openShotDuration])
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closeShot = chooseSuitCloseShot(attack, closeShotDuration, openShot.getName(), attackDuration)
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return Sequence(openShot, closeShot)
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def randomToonGroupShot(toons, suit, duration, battle):
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sum = 0
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for t in toons:
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@ -144,53 +144,53 @@ def getFriendColor(handle):
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# Foreground, background:
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NametagColors = {
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CCNormal: ( # Blue
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(VBase4(0.3, 0.3, 0.7, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.3, 0.3, 0.7, 1.0), VBase4(0.2, 0.2, 0.2, 0.1875)), # Down
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(VBase4(0.5, 0.5, 1.0, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.3, 0.3, 0.7, 1.0), VBase4(1.0, 1.0, 1.0, 0.375)) # Disabled
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(VBase4(0.3, 0.3, 0.7, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.3, 0.3, 0.7, 1.0), VBase4(0.2, 0.2, 0.2, 0.1875)), # Down
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(VBase4(0.5, 0.5, 1.0, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.3, 0.3, 0.7, 1.0), VBase4(1.0, 1.0, 1.0, 0.375)) # Disabled
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),
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CCNonPlayer: ( # Orange
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(VBase4(0.8, 0.4, 0.0, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.8, 0.4, 0.0, 1.0), VBase4(0.8, 0.8, 0.8, 0.1875)), # Down
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(VBase4(0.8, 0.4, 0.0, 1.0), VBase4(0.8, 0.8, 0.8, 0.5625)), # Rollover
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(VBase4(0.8, 0.4, 0.0, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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(VBase4(0.8, 0.4, 0.0, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.8, 0.4, 0.0, 1.0), VBase4(0.8, 0.8, 0.8, 0.1875)), # Down
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(VBase4(0.8, 0.4, 0.0, 1.0), VBase4(0.8, 0.8, 0.8, 0.5625)), # Rollover
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(VBase4(0.8, 0.4, 0.0, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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),
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CCSuit: (
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(VBase4(0.2, 0.2, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.2, 0.2, 0.2, 1.0), VBase4(0.2, 0.2, 0.2, 0.1875)), # Down
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(VBase4(0.4, 0.4, 0.4, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.2, 0.2, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Disabled
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VBase4(0.8, 0.4, 0.0, 1.0) # Arrow color
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(VBase4(0.2, 0.2, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.2, 0.2, 0.2, 1.0), VBase4(0.2, 0.2, 0.2, 0.1875)), # Down
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(VBase4(0.4, 0.4, 0.4, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.2, 0.2, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Disabled
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VBase4(0.8, 0.4, 0.0, 1.0) # Custom arrow color
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),
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CCSuitBuilding: (
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(VBase4(0.5, 0.5, 0.5, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.5, 0.5, 0.5, 1.0), VBase4(0.8, 0.8, 0.8, 0.1875)), # Down
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(VBase4(0.5, 0.5, 0.5, 1.0), VBase4(0.8, 0.8, 0.8, 0.5625)), # Rollover
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(VBase4(0.5, 0.5, 0.5, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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(VBase4(0.5, 0.5, 0.5, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.5, 0.5, 0.5, 1.0), VBase4(0.8, 0.8, 0.8, 0.1875)), # Down
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(VBase4(0.5, 0.5, 0.5, 1.0), VBase4(0.8, 0.8, 0.8, 0.5625)), # Rollover
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(VBase4(0.5, 0.5, 0.5, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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),
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CCToonBuilding: (
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.1875)), # Down
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.5625)), # Rollover
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.1875)), # Down
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.5625)), # Rollover
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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),
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CCHouseBuilding: (
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.2, 0.2, 0.5, 1.0), VBase4(0.2, 0.2, 0.2, 0.1875)), # Down
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(VBase4(0.5, 0.5, 1.0, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.0, 0.6, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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(VBase4(0.2, 0.6, 0.9, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.2, 0.2, 0.5, 1.0), VBase4(0.2, 0.2, 0.2, 0.1875)), # Down
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(VBase4(0.5, 0.5, 1.0, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.0, 0.6, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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),
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CCSpeedChat: ( # Green
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(VBase4(0.0, 0.6, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.0, 0.5, 0.0, 1.0), VBase4(0.5, 0.5, 0.5, 0.1875)), # Down
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(VBase4(0.0, 0.7, 0.2, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.0, 0.6, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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(VBase4(0.0, 0.6, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.0, 0.5, 0.0, 1.0), VBase4(0.5, 0.5, 0.5, 0.1875)), # Down
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(VBase4(0.0, 0.7, 0.2, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.0, 0.6, 0.2, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)) # Disabled
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),
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CCAdmin: ( # Purple
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(VBase4(0.7, 0.3, 0.7, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(0.7, 0.3, 0.7, 1.0), VBase4(0.2, 0.2, 0.2, 0.1875)), # Down
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(VBase4(1.0, 0.5, 0.9, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(0.7, 0.3, 0.7, 1.0), VBase4(1.0, 1.0, 1.0, 0.375)) # Disabled
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CCAdmin: ( # Red
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(VBase4(1.0, 0.35, 0.25, 1.0), VBase4(0.8, 0.8, 0.8, 0.375)), # Normal
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(VBase4(1.0, 0.35, 0.25, 1.0), VBase4(0.2, 0.2, 0.2, 0.1875)), # Down
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(VBase4(1.0, 0.5, 0.56, 1.0), VBase4(1.0, 1.0, 1.0, 0.5625)), # Rollover
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(VBase4(1.0, 0.35, 0.25, 1.0), VBase4(1.0, 1.0, 1.0, 0.375)) # Disabled
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)
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}
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