def update(self, quantity, stage, timeRemaining): from AvatarInputHandler import MapCaseMode if stage == EQUIPMENT_STAGES.PREPARING and self._stage != stage: MapCaseMode.activateMapCase(self.getEquipmentID(), partial(self.deactivate)) elif self._stage == EQUIPMENT_STAGES.PREPARING and self._stage != stage: MapCaseMode.turnOffMapCase(self.getEquipmentID()) super(_ReplayOrderItem, self).update(quantity, stage, timeRemaining)
def update(self, quantity, stage, timeRemaining): from AvatarInputHandler import MapCaseMode if stage == EQUIPMENT_STAGES.PREPARING and self._stage != stage: MapCaseMode.activateMapCase(self.getEquipmentID(), partial(self.deactivate)) elif self._stage == EQUIPMENT_STAGES.PREPARING and self._stage != stage: MapCaseMode.turnOffMapCase(self.getEquipmentID()) super(_ReplayOrderItem, self).update(quantity, stage, timeRemaining)
def update(self, quantity, stage, timeRemaining): from AvatarInputHandler import MapCaseMode from gui.WindowsManager import g_windowsManager if stage == EQUIPMENT_STAGES.PREPARING and self._stage != stage: MapCaseMode.activateMapCase(self.getEquipmentID(), partial(self.deactivate)) g_windowsManager.battleWindow.setAimingMode(True) elif self._stage == EQUIPMENT_STAGES.PREPARING and self._stage != stage: MapCaseMode.turnOffMapCase(self.getEquipmentID()) g_windowsManager.battleWindow.setAimingMode(False) super(_OrderItem, self).update(quantity, stage, timeRemaining)