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@ -15,6 +15,7 @@ |
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import bpy |
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import bpy |
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from bpy.props import * |
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from bpy.props import * |
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import mathutils |
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from PyHSPlasma import * |
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from PyHSPlasma import * |
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from .base import PlasmaModifierProperties, PlasmaModifierLogicWiz |
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from .base import PlasmaModifierProperties, PlasmaModifierLogicWiz |
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@ -22,6 +23,67 @@ from ...exporter.explosions import ExportError |
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from ...helpers import find_modifier |
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from ...helpers import find_modifier |
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from ... import idprops |
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from ... import idprops |
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class PlasmaLadderModifier(PlasmaModifierProperties): |
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pl_id = "laddermod" |
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bl_category = "Avatar" |
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bl_label = "Ladder" |
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bl_description = "Climbable Ladder" |
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bl_icon = "COLLAPSEMENU" |
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is_enabled = BoolProperty(name="Enabled", |
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description="Ladder enabled by default at Age start", |
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default=True) |
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direction = EnumProperty(name="Direction", |
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description="Direction of climb", |
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items=[("UP", "Up", "The avatar will mount the ladder and climb upward"), |
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("DOWN", "Down", "The avatar will mount the ladder and climb downward"),], |
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default="DOWN") |
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num_loops = IntProperty(name="Loops", |
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description="How many full animation loops after the first to play before dismounting", |
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min=0, default=4) |
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facing_object = PointerProperty(name="Facing Object", |
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description="Target object the avatar must be facing through this region to trigger climb (optional)", |
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type=bpy.types.Object, |
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poll=idprops.poll_mesh_objects) |
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def export(self, exporter, bo, so): |
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# Create the ladder modifier |
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mod = exporter.mgr.find_create_object(plAvLadderMod, so=so, name=self.key_name) |
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mod.type = plAvLadderMod.kBig |
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mod.loops = self.num_loops |
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mod.enabled = self.is_enabled |
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mod.goingUp = self.direction == "UP" |
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# Create vector pointing from the Facing Object to the Detector. |
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# Animation only activates if the avatar is facing it within |
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# engine-defined (45 degree) tolerance |
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if self.facing_object is not None: |
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# Use object if one has been selected |
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ladderVec = self.facing_object.matrix_world.translation - bo.matrix_world.translation |
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else: |
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# Make our own artificial target -1.0 units back on the local Y axis. |
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world = bo.matrix_world.copy() |
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world.invert() |
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target = bo.location - (mathutils.Vector((0.0, 1.0, 0.0)) * world) |
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ladderVec = target - bo.matrix_local.translation |
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mod.ladderView = hsVector3(ladderVec.x, ladderVec.y, 0.0) |
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mod.ladderView.normalize() |
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# Generate the detector's physical bounds |
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det_name = "{}_LadderDetector".format(self.id_data.name) |
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bounds = bo.plasma_modifiers.collision.bounds |
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simIface, physical = exporter.physics.generate_physical(bo, so, bounds, det_name) |
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physical.memberGroup = plSimDefs.kGroupDetector |
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physical.reportGroup |= 1 << plSimDefs.kGroupAvatar |
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physical.boundsType = plSimDefs.kHullBounds |
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@property |
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def requires_actor(self): |
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return True |
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sitting_approach_flags = [("kApproachFront", "Front", "Approach from the font"), |
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sitting_approach_flags = [("kApproachFront", "Front", "Approach from the font"), |
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("kApproachLeft", "Left", "Approach from the left"), |
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("kApproachLeft", "Left", "Approach from the left"), |
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("kApproachRight", "Right", "Approach from the right"), |
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("kApproachRight", "Right", "Approach from the right"), |
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