def cleanup(self): if self.blastModel is not None: self.blastModel.removeNode() self.blastModel = None if self.collider is not None and not self.collider.isEmpty(): self.collider.clearPythonTag(TAG_OWNER) self.collider.removeNode() self.collider = None GameObject.cleanup(self)
def cleanup(self): if self.uiRoot is not None: self.uiRoot.removeNode() self.uiRoot = None self.healthBar = None self.weaponUIRoot = None if self.lightNP is not None: render.clearLight(self.lightNP) self.lightNP.removeNode() self.lightNP = None for effect in self.updatingEffects: effect.cleanup() self.updatingEffects = [] ArmedObject.cleanup(self) Walker.cleanup(self) GameObject.cleanup(self)