Пример #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)
Пример #3
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()

        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)
 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)
 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)
Пример #8
0
    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
    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)
Пример #11
0
    def disable(self):
        self.stopSmooth()

        self.detachNode()

        DistributedSmoothNode.disable(self)
 def disable(self):
     DistributedSmoothNode.disable(self)
     Avatar.disable(self)
     self.detachNode()
     return
Пример #13
0
 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)
Пример #14
0
 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)
 def disable(self):
     self.stopSmooth()
     self.model.detachNode()
     DistributedSmoothNode.disable(self)
Пример #17
0
    def disable(self):
        # Take it out of the scene graph.
        self.detachNode()

        DistributedSmoothNode.disable(self)