def doSelectAction(self, action): name = action.actionName if name == PREBATTLE_ACTION_NAME.SQUAD: return SelectResult( True, FalloutSquadEntryPoint( self.storage.getBattleType(), accountsToInvite=action.accountsToInvite)) if name == PREBATTLE_ACTION_NAME.FALLOUT: g_eventDispatcher.showFalloutWindow() return SelectResult(True) return super(_FalloutEntity, self).doSelectAction(action)
def doSelectAction(self, action): isProcessed = False newEntry = None name = action.actionName if name == PREBATTLE_ACTION_NAME.SQUAD: newEntry = unit.FalloutSquadEntry(self.storage.getBattleType(), accountsToInvite=action.accountsToInvite) isProcessed = True if name == PREBATTLE_ACTION_NAME.FALLOUT: g_eventDispatcher.showFalloutWindow() isProcessed = True elif name == PREBATTLE_ACTION_NAME.FALLOUT_CLASSIC and self._queueType == QUEUE_TYPE.FALLOUT_CLASSIC or name == PREBATTLE_ACTION_NAME.FALLOUT_MULTITEAM and self._queueType == QUEUE_TYPE.FALLOUT_MULTITEAM: isProcessed = True elif name == PREBATTLE_ACTION_NAME.FALLOUT_QUEUE: isProcessed = True return SelectResult(isProcessed, newEntry)
def doSelectAction(self, action): isProcessed = False newEntry = None name = action.actionName if name == PREBATTLE_ACTION_NAME.SQUAD: newEntry = unit.FalloutSquadEntry( self.storage.getBattleType(), accountsToInvite=action.accountsToInvite) isProcessed = True if name == PREBATTLE_ACTION_NAME.FALLOUT: g_eventDispatcher.showFalloutWindow() isProcessed = True elif name == PREBATTLE_ACTION_NAME.FALLOUT_CLASSIC and self._queueType == QUEUE_TYPE.FALLOUT_CLASSIC or name == PREBATTLE_ACTION_NAME.FALLOUT_MULTITEAM and self._queueType == QUEUE_TYPE.FALLOUT_MULTITEAM: isProcessed = True elif name == PREBATTLE_ACTION_NAME.FALLOUT_QUEUE: isProcessed = True return SelectResult(isProcessed, newEntry)
def doSelectAction(self, action): name = action.actionName if name == _PAN.SQUAD: g_eventDispatcher.showUnitWindow(self._prbType) return SelectResult(True) if name == _PAN.FALLOUT: g_eventDispatcher.showFalloutWindow() return SelectResult(True) if name in (_PAN.FALLOUT_CLASSIC, _PAN.FALLOUT_MULTITEAM): rosterType = self.getRosterType() if name == _PAN.FALLOUT_CLASSIC and rosterType != ROSTER_TYPE.FALLOUT_CLASSIC_ROSTER: ctx = ChangeFalloutQueueTypeCtx(QUEUE_TYPE.FALLOUT_CLASSIC, 'prebattle/change_settings') self.changeFalloutQueueType(ctx) if name == _PAN.FALLOUT_MULTITEAM and rosterType != ROSTER_TYPE.FALLOUT_MULTITEAM_ROSTER: ctx = ChangeFalloutQueueTypeCtx(QUEUE_TYPE.FALLOUT_MULTITEAM, 'prebattle/change_settings') self.changeFalloutQueueType(ctx) return SelectResult(True) return super(FalloutSquadEntity, self).doSelectAction(action)
def _goToEntity(self): super(_FalloutBaseEntryPoint, self)._goToEntity() g_eventDispatcher.showFalloutWindow()
def _goToFunctional(self): g_prbCtrlEvents.onPreQueueFunctionalCreated(self.__queueType) g_eventDispatcher.showFalloutWindow()
def _goToFunctional(self): super(FalloutEntry, self)._goToFunctional() g_eventDispatcher.showFalloutWindow()
def _goToFunctional(self): g_prbCtrlEvents.onPreQueueFunctionalCreated(self.__queueType) g_eventDispatcher.showFalloutWindow()