Пример #1
0
 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)
Пример #2
0
 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)
Пример #3
0
 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)