def _populate(self):
     selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.SORTIE)
     self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW, self.__handleUnitWindowHide, scope=EVENT_BUS_SCOPE.LOBBY)
     self.addListener(events.RenameWindowEvent.RENAME_WINDOW, self.__handleWindowRename, scope=EVENT_BUS_SCOPE.LOBBY)
     super(StrongholdBattleRoomWindow, self)._populate()
     self.prbEntity.initEvents(self)
     g_eventDispatcher.hideUnitProgressInCarousel(self.getPrbType())
コード例 #2
0
 def _populate(self):
     super(CyberSportMainWindow, self)._populate()
     self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW,
                      self.__handleUnitWindowHide,
                      scope=EVENT_BUS_SCOPE.LOBBY)
     self.prbEntity.initEvents(self)
     g_eventDispatcher.hideUnitProgressInCarousel(self.getPrbType())
コード例 #3
0
ファイル: cybersportmainwindow.py プロジェクト: webiumsk/WoT
 def _populate(self):
     super(CyberSportMainWindow, self)._populate()
     self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW, self.__handleUnitWindowHide, scope=EVENT_BUS_SCOPE.LOBBY)
     unitMgrID = self.unitFunctional.getID()
     if unitMgrID > 0:
         self._requestViewLoad(CYBER_SPORT_ALIASES.UNIT_VIEW_UI, unitMgrID)
     else:
         self.__initIntroUnitView()
     self.unitFunctional.initEvents(self)
     g_eventDispatcher.hideUnitProgressInCarousel(PREBATTLE_TYPE.UNIT)
コード例 #4
0
 def _populate(self):
     super(CyberSportMainWindow, self)._populate()
     self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW, self.__handleUnitWindowHide, scope=EVENT_BUS_SCOPE.LOBBY)
     self.startClubListening()
     unitMgrID = self.unitFunctional.getID()
     if unitMgrID > 0:
         self._requestViewLoad(self.__getUnitViewAlias(self.unitFunctional), unitMgrID)
     else:
         self.__initIntroUnitView()
     self.unitFunctional.initEvents(self)
     g_eventDispatcher.hideUnitProgressInCarousel(PREBATTLE_TYPE.UNIT)
コード例 #5
0
ファイル: fortbattleroomwindow.py プロジェクト: webiumsk/WoT
 def _populate(self):
     super(FortBattleRoomWindow, self)._populate()
     from gui.shared.utils import SelectorBattleTypesUtils as selectorUtils
     selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.SORTIE)
     self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW, self.__handleUnitWindowHide, scope=EVENT_BUS_SCOPE.LOBBY)
     self.addListener(FortEvent.CHOICE_DIVISION, self.__onLoadStart, scope=EVENT_BUS_SCOPE.LOBBY)
     unitMgrID = self.unitFunctional.getID()
     if unitMgrID > 0:
         self.__loadRoomView()
     else:
         self.__initIntroView()
     self.unitFunctional.initEvents(self)
     g_eventDispatcher.hideUnitProgressInCarousel(PREBATTLE_TYPE.SORTIE)
コード例 #6
0
 def _populate(self):
     super(FortBattleRoomWindow, self)._populate()
     from gui.shared.utils import SelectorBattleTypesUtils as selectorUtils
     selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.SORTIE)
     self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW,
                      self.__handleUnitWindowHide,
                      scope=EVENT_BUS_SCOPE.LOBBY)
     self.addListener(FortEvent.CHOICE_DIVISION,
                      self.__onDivisionSet,
                      scope=EVENT_BUS_SCOPE.LOBBY)
     self.prbEntity.initEvents(self)
     g_eventDispatcher.hideUnitProgressInCarousel(self.getPrbType())
     self.startFortListening()
コード例 #7
0
 def _populate(self):
     super(FortBattleRoomWindow, self)._populate()
     from gui.shared.utils import SelectorBattleTypesUtils as selectorUtils
     selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.SORTIE)
     self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW,
                      self.__handleUnitWindowHide,
                      scope=EVENT_BUS_SCOPE.LOBBY)
     self.addListener(FortEvent.CHOICE_DIVISION,
                      self.__onLoadStart,
                      scope=EVENT_BUS_SCOPE.LOBBY)
     unitMgrID = self.unitFunctional.getID()
     if unitMgrID > 0:
         self.__loadRoomView()
     else:
         self.__initIntroView()
     self.unitFunctional.initEvents(self)
     g_eventDispatcher.hideUnitProgressInCarousel(PREBATTLE_TYPE.SORTIE)
     self.startFortListening()