def update(self, state): if self._selectorType is not None: self._isNew = not selectorUtils.isKnownBattleType( self._selectorType) if not self._isLocked: self._update(state) return
def _update(self, state): self._isVisible = any((self.__epicController.getCurrentSeason(), self.__epicController.getNextSeason())) self._isDisabled = not self.__epicController.isEnabled( ) or state.hasLockedState self._isSelected = state.isQueueSelected(QUEUE_TYPE.EPIC) if self._selectorType is not None: self._isNew = not selectorUtils.isKnownBattleType( self._selectorType) return
def __onClose(self): self.destroyWindow() if not SelectorBattleTypesUtils.isKnownBattleType(SELECTOR_BATTLE_TYPES.MAPBOX): SelectorBattleTypesUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.MAPBOX) if self.__closeCallback is not None: self.__closeCallback() elif not self.__mapboxCtrl.isActive(): showModeSelectorWindow(False) else: showMissionsMapboxProgression() return
def updateState(self): self._label = backport.text(self.__eventProgression.selectorLabelTxtId) self._data = self.__eventProgression.selectorData self._selectorType = self.__eventProgression.selectorType self.__queueType = self.__eventProgression.selectorQueueType self._isVisible = False if self.isAvailable() or self.__eventProgression.isFrozen(): self._isVisible = any((self.__eventProgression.getCurrentSeason(), self.__eventProgression.getNextSeason())) if self._selectorType is not None: self._isNew = not selectorUtils.isKnownBattleType( self._selectorType) self._isDisabled = not self.__eventProgression.modeIsEnabled() return
def update(self, state): if self._selectorType is not None: self._isNew = not selectorUtils.isKnownBattleType(self._selectorType) if not self._isLocked: self._update(state) return