toontown-just-works/toontown/effects/Splash.py

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2024-07-07 18:08:39 -05:00
from panda3d.core import *
from direct.interval.IntervalGlobal import *
from Ripples import *
from toontown.battle.BattleProps import globalPropPool
from toontown.battle import BattleParticles
class Splash(NodePath):
splashCount = 0
def __init__(self, parent = hidden, wantParticles = 1):
NodePath.__init__(self, parent)
self.assign(parent.attachNewNode('splash'))
self.splashdown = globalPropPool.getProp('splashdown')
self.splashdown.reparentTo(self)
self.splashdown.setZ(-0.01)
self.splashdown.setScale(0.4)
ta = TransparencyAttrib.make(TransparencyAttrib.MBinary)
self.splashdown.node().setAttrib(ta, 1)
self.splashdown.setBin('fixed', 130, 1)
self.ripples = Ripples(self)
self.ripples.setBin('fixed', 120, 1)
self.wantParticles = 1
if self.wantParticles:
self.pSystem = BattleParticles.createParticleEffect('SplashLines')
self.pSystem.setScale(0.4)
self.pSystem.setBin('fixed', 150, 1)
self.particles = self.pSystem.particlesDict.get('particles-1')
self.track = None
self.trackId = Splash.splashCount
Splash.splashCount += 1
self.setBin('fixed', 100, 1)
self.hide()
return
def createTrack(self, rate = 1):
self.ripples.createTrack(rate)
self.splashdown.setPlayRate(rate, 'splashdown')
animDuration = self.splashdown.getDuration('splashdown') * 0.65
rippleSequence = Sequence(Func(self.splashdown.show), Func(self.splashdown.play, 'splashdown'), Wait(animDuration), Func(self.splashdown.hide))
if self.wantParticles:
particleSequence = Sequence(Func(self.pSystem.show), Func(self.particles.induceLabor), Func(self.pSystem.start, self), Wait(2.2), Func(self.pSystem.hide), Func(self.pSystem.disable))
else:
particleSequence = Sequence()
self.track = Sequence(Func(self.show), Parallel(self.ripples.track, rippleSequence, particleSequence), Func(self.hide), name='splashdown-%d-track' % self.trackId)
def play(self, rate = 1):
self.stop()
self.createTrack(rate)
self.track.start()
def loop(self, rate = 1):
self.stop()
self.createTrack(rate)
self.track.loop()
def stop(self):
if self.track:
self.track.finish()
def destroy(self):
self.stop()
del self.track
self.ripples.destroy()
del self.ripples
if self.wantParticles:
self.pSystem.cleanup()
del self.pSystem
del self.particles
self.removeNode()