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https://github.com/RYDE-WORK/ballistica.git
synced 2026-02-06 23:59:18 +08:00
CI fix I think...
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d6cce8e3fb
commit
020aa8829a
@ -20,11 +20,11 @@ class RespawnIcon:
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_MASKTEXSTORENAME = bs.storagename('masktex')
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_MASKTEXSTORENAME = bs.storagename('masktex')
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_ICONSSTORENAME = bs.storagename('icons')
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_ICONSSTORENAME = bs.storagename('icons')
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steps_epic_only: bool = False
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def __init__(self, player: bs.Player, respawn_time: float):
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def __init__(self, player: bs.Player, respawn_time: float):
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"""Instantiate with a Player and respawn_time (in seconds)."""
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"""Instantiate with a Player and respawn_time (in seconds)."""
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# pylint: disable=too-many-locals
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self._visible = True
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self._visible = True
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self._dots_epic_only = False
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on_right, offs_extra, respawn_icons = self._get_context(player)
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on_right, offs_extra, respawn_icons = self._get_context(player)
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@ -114,9 +114,9 @@ class RespawnIcon:
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dpos = [ipos[0] + (7 if on_right else -7), ipos[1] - 16]
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dpos = [ipos[0] + (7 if on_right else -7), ipos[1] - 16]
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self._dec_text: bs.NodeActor | None = None
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self._dec_text: bs.NodeActor | None = None
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if (
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if (
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self.steps_epic_only
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self._dots_epic_only
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and bs.getactivity().globalsnode.slow_motion
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and bs.getactivity().globalsnode.slow_motion
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or not self.steps_epic_only
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or not self._dots_epic_only
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):
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):
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self._dec_text = bs.NodeActor(
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self._dec_text = bs.NodeActor(
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bs.newnode(
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bs.newnode(
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@ -141,6 +141,7 @@ class RespawnIcon:
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bs.animate(self._dec_text.node, 'scale', {0: 0, 0.1: 0.65})
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bs.animate(self._dec_text.node, 'scale', {0: 0, 0.1: 0.65})
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self._respawn_time = bs.time() + respawn_time
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self._respawn_time = bs.time() + respawn_time
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self._dec_timer: bs.Timer | None = None
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self._update()
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self._update()
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self._timer: bs.Timer | None = bs.Timer(
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self._timer: bs.Timer | None = bs.Timer(
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1.0, bs.WeakCall(self._update), repeat=True
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1.0, bs.WeakCall(self._update), repeat=True
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@ -180,21 +181,25 @@ class RespawnIcon:
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offs_extra = -20
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offs_extra = -20
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return on_right, offs_extra, icons
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return on_right, offs_extra, icons
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def _dec_step(self):
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self._dec_text.node.text = self._dec_text.node.text[:-1]
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# Kill our timer if the string is nothing.
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if self._dec_text.node.text == '':
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self._dec_timer = None
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def _update(self) -> None:
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def _update(self) -> None:
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remaining = int(round(self._respawn_time - bs.time()))
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remaining = int(round(self._respawn_time - bs.time()))
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def dec_step():
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self._dec_text.node.text = self._dec_text.node.text[:-1]
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if remaining > 0:
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if remaining > 0:
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assert self._text is not None
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assert self._text is not None
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if self._text.node:
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if self._text.node:
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self._text.node.text = str(remaining)
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self._text.node.text = str(remaining)
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if self._dec_text:
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if self._dec_text:
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self._dec_text.node.text = '...'
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self._dec_text.node.text = '...'
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bs.timer(0.25, dec_step)
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# Start our decimals timer
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bs.timer(0.5, dec_step)
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self._dec_timer = bs.Timer(
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bs.timer(0.75, dec_step)
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0.25, bs.WeakCall(self._dec_step), repeat=True
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)
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else:
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else:
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self._visible = False
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self._visible = False
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self._image = (
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self._image = (
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