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@ -196,7 +196,6 @@ class SR1ShipRender(BaseScreen):
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#渲染传入的parts
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#渲染传入的parts
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part_group = Group(2, parent=self.part_group)
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part_group = Group(2, parent=self.part_group)
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line_box_group = Group(6, parent=self.part_group)
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line_box_group = Group(6, parent=self.part_group)
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logger.info()
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for p_id, parts in cache:
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for p_id, parts in cache:
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p_id: int
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p_id: int
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parts: List[Tuple[SR1PartType_rs, SR1PartData_rs]]
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parts: List[Tuple[SR1PartType_rs, SR1PartData_rs]]
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@ -299,19 +298,31 @@ class SR1ShipRender(BaseScreen):
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# rust 渲染
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# rust 渲染
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if DR_mod_runtime.use_DR_rust:
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if DR_mod_runtime.use_DR_rust:
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'''
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#渲染所有未连接零件
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#渲染所有未连接零件
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all_disconnected_groups = self.rust_ship.disconnected_parts()
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all_disconnected_groups = self.rust_ship.disconnected_parts()
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logger.info(type(all_disconnected_groups))
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for cache, connections in all_disconnected_groups:
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for cache, connections in all_disconnected_groups:
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'''
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logger.info(type(cache))
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logger.info(type(connections))
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draw_part_box = False
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count=self.draw_parts(cache,
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count,
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each_count,
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draw_part_box)
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if count >= each_count:
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count = 0
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yield
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#渲染所有已连接零件
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#渲染所有已连接零件
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draw_part_box = True
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draw_part_box = False
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cache = self.rust_ship.as_dict()
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cache = self.rust_ship.as_dict()
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logger.info(cache)
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count=self.draw_parts(cache.items(),
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count=self.draw_parts(cache.items(),
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count,
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count,
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each_count,
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each_count,
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@ -349,30 +360,6 @@ class SR1ShipRender(BaseScreen):
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count = 0
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count = 0
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yield count
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yield count
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# python 渲染
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# for part_id, part in part_datas.items():
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# # 下面就是调用 pyglet 去渲染的部分
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# # render_scale = DR_status.gui_scale # 这个是 DR 的缩放比例 可以调节的
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# # 在不缩放的情况下,XML的1个单位长度对应60个像素
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# # render_x = part.x * 60
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# # render_y = part.y * 60
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# # cache_sprite = Sprite(img=self.textures.get_texture(part.textures),
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# # x=render_x, y=render_y, z=random.random(),
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# # batch=self.main_batch, group=self.part_group)
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# # # 你得帮我换算一下 XML 里的 x y 和这里的屏幕像素的关系
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# # # 旋转啥的不是大问题, 我找你要那个渲染代码就是要 x y 的换算逻辑
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# # cache_sprite.rotation = SR1Rotation.get_rotation(part.angle)
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# # if part.flip_x:
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# # cache_sprite.scale_x = -1
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# # if part.flip_y:
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# # cache_sprite.scale_y = -1
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# # self.parts_sprite[part.id] = cache_sprite
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#
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# if DR_mod_runtime.use_DR_rust:
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# count += 1
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# if count >= each_count:
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# count = 0
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# yield count
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self.status.draw_done = True
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self.status.draw_done = True
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raise GeneratorExit
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raise GeneratorExit
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