Esempio n. 1
0
 def setState(self, stateID):
     state = states.factory(stateID)
     if state is not None:
         LOG_DEBUG('Set new state', state.__name__)
         self._currentState = state()
     else:
         LOG_ERROR('Can not sets current state', stateID)
Esempio n. 2
0
 def setState(self, stateID):
     state = states.factory(stateID)
     if state is not None:
         LOG_DEBUG('Set new state', state.__name__)
         self._currentState = state()
     else:
         LOG_ERROR('Can not sets current state', stateID)
Esempio n. 3
0
 def setState(self, stateID):
     """
     Sets tutorial state: loading, play effects, leaning, ...
     :param stateID: state ID (@see tutorial.control.states.STATE_*)
     """
     state = states.factory(stateID)
     if state is not None:
         LOG_DEBUG('Set new state', state.__name__)
         self._currentState = state()
     else:
         LOG_ERROR('Can not sets current state', stateID)
     return
Esempio n. 4
0
 def setState(self, stateID):
     """
     Sets tutorial state: loading, play effects, leaning, ...
     :param stateID: state ID (@see tutorial.control.states.STATE_*)
     """
     state = states.factory(stateID)
     if state is not None:
         LOG_DEBUG('Set new state', state.__name__)
         self._currentState = state()
     else:
         LOG_ERROR('Can not sets current state', stateID)
     return
 def setState(self, stateID):
     state = states.factory(stateID)
     if state is not None:
         if not isinstance(self._currentState, state):
             if self._currentState is not None:
                 self._currentState.destroy()
                 self._currentState = None
             LOG_DEBUG('Set new state', state.__name__)
             self._currentState = state()
             self._currentState.tick()
     else:
         LOG_ERROR('Can not sets current state', stateID)
     return