Maya Python-使用UI中的数据
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。
-
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