Ejemplo n.º 1
0
 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)
Ejemplo n.º 2
0
 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)
Ejemplo n.º 3
0
 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)
Ejemplo n.º 4
0
 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)
Ejemplo n.º 5
0
 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)
Ejemplo n.º 6
0
 def Stop(self, reason=STOP_REASON_DEFAULT):
     if reason == STOP_REASON_BALL_REMOVED:
         ShipEffect.Stop(self, reason)