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())
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())
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)
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)
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)
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()
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()