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 cmdsfrom functools import partialstoredDataDic = {}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



