Maya Python-使用UI中的数据

发布于 2021-01-29 18:36:43

我正在编写脚本程序,并且在UI方面有些挣扎。我已经制作了几个UI,所有这些UI似乎都可以单独正常工作,但是我不知道如何将在UI中输入的数据用于其他功能。我正在尝试获取Gun类型(由用户在中选择Bullet_Spray_Generator),然后影响随后调用哪个UI。每种枪支类型均需要不同的滑块值集,因此我为每种滑块创建了不同的UI。我认为我需要将从BSG中选择的数据传递到if函数中,以调用正确的(第二个)UI,但是运行它总是会跳转到该else函数并关闭窗口。到目前为止,这是我的代码:

import maya.cmds as cmds
from functools import partial


if (cmds.window("Bullet_Spray_Generator", exists = True)): 
    cmds.deleteUI("Bullet_Spray_Generator")
if (cmds.window("BSG2", exists = True)): 
    cmds.deleteUI("BSG2")

cmds.select(all=True)
cmds.delete()



def goShoot(numOfShots, distToTarget, *pArgs): 
    print "Begin"
    cmds.deleteUI("BSG2")
    createWall()

def cancelShoot(*pArgs):
    print "cancel"
    cmds.deleteUI("Bullet_Spray_Generator")


def createWall():
    cmds.select(all=True)
    cmds.delete()
    wall = cmds.polyCube(h=10, w=15, d=1, name='wall')
    cmds.move(0,5,0, 'wall')


def createGunUI(gunType, *pArgs):
    if (GunSelectCtrl == 'Pistol'):
        createPistolUI()
    elif (GunSelectCtrl == 'Shotgun'):
        createShotgunUI()
    elif (GunSelectCtrl == 'SMG'):
        createSMGUI()
    elif (GunSelectCtrl == 'Sniper Rifle'):
        createSniperUI()
    elif (GunSelectCtrl == 'RPG'):
        createRPGUI()
    else:
        print "Something went wrong"
        cancelShoot()



def createPistolUI():
    cmds.window("Pistol")
    cmds.columnLayout(adjustableColumn=True)

    cmds.deleteUI("Bullet_Spray_Generator")

    NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
    minValue=1, maxValue=9, value=4, field=True)

    DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
    minValue=1, maxValue=50, value=25, field=True)

    cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
    query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))

    cmds.button(label = "Cancel", command = cancelShoot)

    cmds.showWindow("Pistol")

def createShotgunUI():
    cmds.window("Shotgun")
    cmds.columnLayout(adjustableColumn=True)

    cmds.deleteUI("Bullet_Spray_Generator")

    NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
    minValue=1, maxValue=4, value=2, field=True)

    DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
    minValue=1, maxValue=50, value=25, field=True)

    cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
    query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))

    cmds.button(label = "Cancel", command = cancelShoot)

    cmds.showWindow("Shotgun")

def createSMGUI():
    cmds.window("SMG")
    cmds.columnLayout(adjustableColumn=True)

    cmds.deleteUI("Bullet_Spray_Generator")

    NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
    minValue=1, maxValue=20, value=4, field=True)

    DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
    minValue=1, maxValue=50, value=25, field=True)

    cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
    query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))

    cmds.button(label = "Cancel", command = cancelShoot)

    cmds.showWindow("SMG")

def createSniperUI():
    cmds.window("Sniper")
    cmds.columnLayout(adjustableColumn=True)

    cmds.deleteUI("Bullet_Spray_Generator")

    NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
    minValue=1, maxValue=2, value=2, field=True)

    DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
    minValue=1, maxValue=50, value=25, field=True)

    cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
    query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))

    cmds.button(label = "Cancel", command = cancelShoot)

    cmds.showWindow("Sniper")

def createRPGUI():
    cmds.window("RPG")
    cmds.columnLayout(adjustableColumn=True)

    cmds.deleteUI("Bullet_Spray_Generator")

    NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
    minValue=1, maxValue=1, value=1, field=True)

    DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
    minValue=1, maxValue=50, value=25, field=True)

    cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
    query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))

    cmds.button(label = "Cancel", command = cancelShoot)

    cmds.showWindow("RPG")


def printNewMenuItem(item):
    print item
    return item


def createUI(): 
    cmds.window("Bullet_Spray_Generator")
    cmds.columnLayout(adjustableColumn=True)

    GunSelectCtrl = cmds.optionMenu(label='Gun', changeCommand=printNewMenuItem)
    cmds.menuItem(label='Pistol')
    cmds.menuItem(label='Shotgun')
    cmds.menuItem(label='SMG')
    cmds.menuItem(label='Sniper Rifle')
    cmds.menuItem(label='RPG')

    cmds.button(label = "Continue", command = partial(createGunUI, GunSelectCtrl))

    cmds.button(label = "Cancel", command = cancelShoot)

    cmds.showWindow("Bullet_Spray_Generator")

createUI()

非常感谢您的任何帮助。

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1 个回答
  • 面试哥
    面试哥 2021-01-29
    为面试而生,有面试问题,就找面试哥。

    您应该使用字典:

    myDic = {}
    
    myDic["anyString"] = "Value, String, Tuples,...etc"
    
    print myDic
    

    使用dic的好处是您不必担心嵌套变量。

    为了展示字典的功能,我还添加了一个函数createWeaponUI()

    如果在选择Shotgun的情况下单击“
    Continue”,它将使用createWeaponUI()创建一个手枪//弹枪UI。您只需要storedDataDic["weqponYouWant_preset"]在顶部为每种武器添加即可生成所需的任何ui。相比于复制/粘贴50个UI并使用50
    if / elif来告诉您应该使用哪种武器ui,它更容易阅读。

    这是您使用dic修改的脚本:

    import maya.cmds as cmds
    from functools import partial
    
    storedDataDic = {}
    storedDataDic["weapon"] = ["Pistol", "Shotgun", "SMG", "Sniper Rifle", "RPG"]
    storedDataDic["weaponSelected"] = storedDataDic["weapon"][0]
    storedDataDic["Shotgun_preset"] = [(1,4,2), (1,50,25)]
    storedDataDic["Pistol_preset"] = [(1,18,2), (1,25,10)]
    
    if (cmds.window("Bullet_Spray_Generator", exists = True)): 
        cmds.deleteUI("Bullet_Spray_Generator")
    if (cmds.window("BSG2", exists = True)): 
        cmds.deleteUI("BSG2")
    
    cmds.select(all=True)
    cmds.delete()
    
    
    
    def goShoot(numOfShots, distToTarget, *pArgs): 
        print "Begin"
        cmds.deleteUI("BSG2")
        createWall()
    
    def cancelShoot(*pArgs):
        print "cancel"
        cmds.deleteUI("Bullet_Spray_Generator")
    
    
    def createWall():
        cmds.select(all=True)
        cmds.delete()
        wall = cmds.polyCube(h=10, w=15, d=1, name='wall')
        cmds.move(0,5,0, 'wall')
    
    
    def createGunUI(gunType, *pArgs):
        if (gunType == 'Pistol'):
            createWeaponUI()
        elif (gunType == 'Shotgun'):
            createWeaponUI()
        elif (gunType == 'SMG'):
            createSMGUI()
        elif (gunType == 'Sniper Rifle'):
            createSniperUI()
        elif (gunType == 'RPG'):
            createRPGUI()
        else:
            print "Something went wrong"
            cancelShoot()
    
    
    
    def createPistolUI():
        cmds.window("Pistol")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=9, value=4, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("Pistol")
    
    def createShotgunUI():
        cmds.window("Shotgun")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=4, value=2, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("Shotgun")
    
    def createSMGUI():
        cmds.window("SMG")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=20, value=4, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("SMG")
    
    def createSniperUI():
        cmds.window("Sniper")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=2, value=2, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("Sniper")
    
    def createRPGUI():
        cmds.window("RPG")
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
        NumBulletsCtrl = cmds.intSliderGrp(label='Number of Shots',
        minValue=1, maxValue=1, value=1, field=True)
    
        DistCtrl = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=1, maxValue=50, value=25, field=True)
    
        cmds.button(label = "Fire", command = lambda *args: goShoot(cmds.intSliderGrp(NumBulletsCtrl, 
        query=True, value=True), cmds.intSliderGrp(DistCtrl, query=True, value=True), ))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("RPG")
    
    
    def printNewMenuItem(item):
        print item
        storedDataDic["weaponSelected"] = item
        return storedDataDic["weaponSelected"]
    
    def ui_refreshSelWeapon(fun, *args):
        createGunUI(storedDataDic["weaponSelected"])
    
    def createUI(): 
        cmds.window("Bullet_Spray_Generator")
        cmds.columnLayout(adjustableColumn=True)
    
        GunSelectCtrl = cmds.optionMenu(label='Gun', changeCommand=printNewMenuItem)
        for i in storedDataDic["weapon"]:
            cmds.menuItem(label=i)
    
        cmds.button(label = "Continue", command = ui_refreshSelWeapon)
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow("Bullet_Spray_Generator")
    
    createUI()
    
    
    
    weapon_uiDic = {}
    
    def createWeaponUI():
    
        weaponName = storedDataDic["weaponSelected"]
    
        if cmds.window(weaponName, exists=True):
            cmds.deleteUI(weaponName)
        cmds.window(weaponName)
        cmds.columnLayout(adjustableColumn=True)
    
        cmds.deleteUI("Bullet_Spray_Generator")
    
    
    
        nbP= storedDataDic[weaponName + "_preset"][0]
        dcP = storedDataDic[weaponName + "_preset"][1]
    
        weapon_uiDic["NumBulletsCtrl"] = cmds.intSliderGrp(label='Number of Shots',
        minValue=nbP[0], maxValue=nbP[1], value=nbP[2], field=True)
    
        weapon_uiDic["DistCtrl"] = cmds.intSliderGrp(label='Distance to Target (metres)', 
        minValue=dcP[0], maxValue=dcP[1], value=dcP[2], field=True)
    
        weapon_uiDic["fireButton"] = cmds.button(label = "Fire", 
                                                command = lambda *args: goShoot(cmds.intSliderGrp(weapon_uiDic["NumBulletsCtrl"], 
        query=True, value=True), cmds.intSliderGrp(weapon_uiDic["DistCtrl"], query=True, value=True)))
    
        cmds.button(label = "Cancel", command = cancelShoot)
    
        cmds.showWindow(weaponName)
    

    - -编辑 - -

    我预设了手枪以使其更清晰



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