コード例 #1
0
    def disable(self):
        """ This method is called when the object is removed from the
        scene, for instance because it left the zone.  It is balanced
        against generate(): for each generate(), there will be a
        corresponding disable().  Everything that was done in
        generate() or announceGenerate() should be undone in disable().

        After a disable(), the object might be cached in memory in case
        it will eventually reappear.  The DistributedObject should be
        prepared to receive another generate() for an object that has
        already received disable().

        Note that the above is only strictly true for *cacheable*
        objects.  Most objects are, by default, non-cacheable; you
        have to call obj.setCacheable(True) (usually in the
        constructor) to make it cacheable.  Until you do this, your
        non-cacheable object will always receive a delete() whenever
        it receives a disable(), and it will never be stored in a
        cache.
        """

        # Stop the smooth task.
        self.stopSmooth()

        # Take it out of the scene graph.
        self.detachNode()

        DistributedSmoothNode.disable(self)
    def disable(self):
        self.stopSmooth()

        self.ignore('showAvId')
        self.ignore('showName')
        self.detachNode()
        DistributedSmoothNode.disable(self)
コード例 #3
0
ファイル: TagAvatar.py プロジェクト: ToontownLittleCat/tagger
    def disable(self):
        """ This method is called when the object is removed from the
        scene, for instance because it left the zone.  It is balanced
        against generate(): for each generate(), there will be a
        corresponding disable().  Everything that was done in
        generate() or announceGenerate() should be undone in disable().

        After a disable(), the object might be cached in memory in case
        it will eventually reappear.  The DistributedObject should be
        prepared to receive another generate() for an object that has
        already received disable().

        Note that the above is only strictly true for *cacheable*
        objects.  Most objects are, by default, non-cacheable; you
        have to call obj.setCacheable(True) (usually in the
        constructor) to make it cacheable.  Until you do this, your
        non-cacheable object will always receive a delete() whenever
        it receives a disable(), and it will never be stored in a
        cache.
        """

        # Stop the smooth task.
        self.stopSmooth()

        # Take it out of the scene graph.
        self.detachNode()

        if self.flushTask:
            taskMgr.remove(self.flushTask)
            self.flushTask = None

        DistributedSmoothNode.disable(self)
    def disable(self):
        base.taskMgr.remove(self.uniqueName('monitorRange'))
        self.stopBlink()
        self.fsm.requestFinalState()
        self.fsm = None
        self.neutralFSM.requestFinalState()
        self.neutralFSM = None
        self.charId = None
        self.geoEyes = None
        self.avatarType = None
        self.isInRange = None
        self.currentPointLetter = None
        self.walkIval = None
        self.currentChat = None
        self.talkEnabled = None
        self.speechSound = None
        self.chatsSinceLastNoise = None

        self.eyes = None
        self.lpupil = None
        self.rpupil = None
        self.eyesOpen = None
        self.eyesClosed = None
        DistributedAvatar.disable(self)
        Avatar.disable(self)
        DistributedSmoothNode.disable(self)
コード例 #5
0
 def disable(self):
     self.stopSmooth()
     DistributedSmoothNode.disable(self)
     DistributedTargetableObject.disable(self)
     if base.config.GetBool('create-client-coll-spheres', 0) is 1:
         self.cleanupDebugcollisions()
     base.cr.handleObjDelete(self)
コード例 #6
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 def disable(self):
     self.stopWaterCheck()
     self.cleanupPhysics()
     if self.model:
         self.model.removeNode()
         self.model = None
     self.impactSound = None
     BaseProjectileShared.cleanup(self)
     DistributedSmoothNode.disable(self)
	def disable(self):
		self.fsm.requestFinalState()
		del self.fsm
		for projs in self.piesInFlight:
			projs.cleanup()
		self.piesInFlight = None
		if self.explosion:
			self.explosion.removeNode()
			self.explosion = None
		self.removeTurret()
		DistributedSmoothNode.disable(self)
		DistributedAvatar.disable(self)
コード例 #8
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    def disable(self):
        self.fsm.requestFinalState()
        del self.fsm
        if self.track:
            self.track.pause()
            self.track = None
        for ent in self.entities:
            ent.cleanup()

        self.entities = None
        if self.explosion:
            self.explosion.removeNode()
            self.explosion = None
        self.removeTurret()
        DistributedSmoothNode.disable(self)
        DistributedAvatar.disable(self)
        return
コード例 #9
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    def disable(self):
        if self.tunnelTrack:
            self.ignore(self.tunnelTrack.getDoneEvent())
            self.tunnelTrack.finish()
            self.tunnelTrack = None
        if self.dmgFadeIval:
            self.dmgFadeIval.finish()
            self.dmgFadeIval = None
        self.token = None
        self.ghost = None
        self.puInventory = None
        self.equippedPU = None
        if self.backpack:
            self.backpack.cleanup()
            self.backpack = None
        self.animState2animId = None
        self.animId2animState = None
        self.firstTimeChangingHP = None
        self.quests = None
        self.tier = None
        self.questHistory = None
        self.busy = None
        self.friends = None
        self.tutDone = None
        self.hoodsDiscovered = None
        self.teleportAccess = None
        self.lastHood = None
        self.defaultShard = None
        self.numGagSlots = None
        self.__removeHeadMeter()
        self.destroyBattleMeter()

        taskMgr.remove(self.uniqueName('sBAL'))
        taskMgr.remove(self.uniqueName('blinkOnTurn'))
        if self.track != None:
            self.track.finish()
            DelayDelete.cleanupDelayDeletes(self.track)
            self.track = None
        self.stopBlink()
        self.ignore('showAvId')
        self.ignore('showName')
        self.token = None
        self.stopSmooth()
        Toon.Toon.disable(self)
        DistributedAvatar.disable(self)
        DistributedSmoothNode.disable(self)
    def disable(self):
        self.fsm.requestFinalState()
        del self.fsm

        # This should fix crashes related to Sequences.
        if self.track:
            self.track.pause()
            self.track = None

        # Cleanup entities.
        for ent in self.entities:
            ent.cleanup()
        self.entities = None

        # Get rid of explosions.
        if self.explosion:
            self.explosion.removeNode()
            self.explosion = None

        self.removeTurret()
        DistributedSmoothNode.disable(self)
        DistributedAvatar.disable(self)
コード例 #11
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    def disable(self):
        self.stopSmooth()

        self.detachNode()

        DistributedSmoothNode.disable(self)
コード例 #12
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 def disable(self):
     DistributedSmoothNode.disable(self)
     Avatar.disable(self)
     self.detachNode()
     return
コード例 #13
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 def disable(self):
     # remove all anims, on all parts and all lods
     self.stopSmooth()
     if (not self.isEmpty()):
         Actor.unloadAnims(self, None, None, None)
     DistributedSmoothNode.disable(self)
コード例 #14
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ファイル: DistributedChar.py プロジェクト: coginvasion/src
 def disable(self):
     self.stopSmooth()
     self.ignore('showAvId')
     self.ignore('showName')
     self.detachNode()
     DistributedSmoothNode.disable(self)
 def disable(self):
     self.stopWaterCheck()
     self.stopSmooth()
     self.cleanupPhysics()
     DistributedSmoothNode.disable(self)
コード例 #16
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 def disable(self):
     self.stopSmooth()
     self.model.detachNode()
     DistributedSmoothNode.disable(self)
コード例 #17
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    def disable(self):
        # Take it out of the scene graph.
        self.detachNode()

        DistributedSmoothNode.disable(self)