本文整理汇总了Python中toontown.battle.BattleParticles.unloadParticles方法的典型用法代码示例。如果您正苦于以下问题:Python BattleParticles.unloadParticles方法的具体用法?Python BattleParticles.unloadParticles怎么用?Python BattleParticles.unloadParticles使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类toontown.battle.BattleParticles
的用法示例。
在下文中一共展示了BattleParticles.unloadParticles方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: unload
# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import unloadParticles [as 别名]
def unload(self):
self.unloadBattleAnims()
globalPropPool.unloadProps()
globalBattleSoundCache.clear()
BattleParticles.unloadParticles()
self.parentFSMState.removeChild(self.fsm)
del self.parentFSMState
del self.fsm
del self.streetClass
self.landmarkBlocks.removeNode()
del self.landmarkBlocks
self.hood.dnaStore.resetSuitPoints()
self.hood.dnaStore.resetBattleCells()
del self.hood
del self.nodeDict
del self.zoneDict
del self.fadeInDict
del self.fadeOutDict
del self.nodeList
self.geom.removeNode()
del self.geom
self.townBattle.unload()
self.townBattle.cleanup()
del self.townBattle
del self.battleMusic
del self.music
del self.activityMusic
del self.holidayPropTransforms
self.deleteAnimatedProps()
cleanupDialog('globalDialog')
ModelPool.garbageCollect()
TexturePool.garbageCollect()
示例2: destroy
# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import unloadParticles [as 别名]
def destroy(self):
if self.isDestroyed:
return None
self.isDestroyed = True
if hasattr(self.suit, 'prop') and self.suit.prop:
self.suit.prop.stash()
if self.propTrack:
self.propTrack.finish()
self.propTrack = None
if self.suitSound:
self.suitSound.stop()
del self.suitSound
if self.animTrack:
self.animTrack.finish()
self.animTrack = None
if self.shotTrack != None:
self.shotTrack.finish()
self.shotTrack = None
if self.deathTrack != None:
self.deathTrack.finish()
self.deathTrack = None
if self.deathSuit:
self.deathSuit.detachNode()
self.suit.cleanupLoseActor()
self.deathSuit = None
if self.moveIval:
self.moveIval.pause()
del self.moveIval
if self.suit:
self.suit.delete()
self.suit = None
BattleParticles.unloadParticles()
self.ignore(self.game.uniqueName('enter' + self.suitName))
self.game = None
self.enemyMgr = None
示例3: unload
# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import unloadParticles [as 别名]
def unload(self):
self.unloadBattleAnims()
globalPropPool.unloadProps()
globalBattleSoundCache.clear()
BattleParticles.unloadParticles()
self.parentFSMState.removeChild(self.fsm)
del self.parentFSMState
del self.fsm
del self.streetClass
self.landmarkBlocks.removeNode()
del self.landmarkBlocks
self.hood.dnaStore.resetSuitPoints()
self.hood.dnaStore.resetBattleCells()
del self.hood
del self.nodeDict
del self.zoneDict
del self.nodeToZone
del self.fadeInDict
del self.fadeOutDict
del self.nodeList
self.geom.removeNode()
del self.geom
self.townBattle.unload()
self.townBattle.cleanup()
del self.townBattle
del self.battleMusic
del self.music
del self.activityMusic
del self.holidayPropTransforms
self.deleteAnimatedProps()
cleanupDialog('globalDialog')
ModelPool.garbageCollect()
TexturePool.garbageCollect()
if base.config.GetBool('want-april-toons', 0):
self.pianoDropSequence.finish()
self.pianoDropSound.finish()
del self.pianoDropSequence
del self.pianoDropSound
self.piano.removeNode()
del self.pianoSfx
del self.dropSfx
del self.npc
示例4: destroy
# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import unloadParticles [as 别名]
def destroy(self):
BattleParticles.unloadParticles()
self.ignoreAll()
self._destroySfx()
CogdoMazeSplattable.destroy(self)
MazeSuit.destroy(self)