def _DelayedStop(self, delay): blue.synchro.SleepSim(delay) if self.playerEffect is not None: self.RemoveFromScene(self.playerEffect) self.playerEffect = None if self.gfx is not None: ShipEffect.Stop(self)
def Stop(self, reason = STOP_REASON_DEFAULT): shipID = self.GetEffectShipID() if shipID != session.shipid: return self.TeardownTunnelBindings() self.shipBall = None self.shipModel = None ShipEffect.Stop(self)
def _DelayedStop(self, delay): """ This is effectively our stop method. It's here to ensure everything has time to finish. """ blue.synchro.SleepSim(delay) if self.playerEffect is not None: self.RemoveFromScene(self.playerEffect) self.playerEffect = None if self.gfx is not None: ShipEffect.Stop(self)
def Stop(self, reason=STOP_REASON_DEFAULT): shipID = self.GetEffectShipID() if shipID != session.shipid: return self.TeardownTunnelBindings() if self.shipBall is not None: self.shipBall.UnregisterModelChangeNotification( self.ModelChangeNotify) self.shipBall = None self.shipModel = None ShipEffect.Stop(self)
def Stop(self, reason=STOP_REASON_DEFAULT): """ We do our cleanup in the _DelayedStop method """ if reason == STOP_REASON_BALL_REMOVED: ShipEffect.Stop(self, reason)
def Stop(self, reason=STOP_REASON_DEFAULT): if reason == STOP_REASON_BALL_REMOVED: ShipEffect.Stop(self, reason)