From 0ca8491bbeab74e4cb50521d4857104c7e0a59b9 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 3 Dec 2011 00:40:08 +0000 Subject: [PATCH] refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather than duplicating it with m_movementAnimation --- .../Scenes/Animation/ScenePresenceAnimator.cs | 26 +++++++++---------- 1 file changed, 12 insertions(+), 14 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index cac936ce63..2a6b8eaed2 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -54,11 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation /// /// The current movement animation /// - public string CurrentMovementAnimation - { - get { return m_movementAnimation; } - } - protected string m_movementAnimation = "CROUCH"; + public string CurrentMovementAnimation { get; private set; } private int m_animTickFall; public int m_animTickJump; // ScenePresence has to see this to control +Z force @@ -80,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation public ScenePresenceAnimator(ScenePresence sp) { m_scenePresence = sp; + CurrentMovementAnimation = "CROUCH"; } public void AddAnimation(UUID animID, UUID objectID) @@ -174,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation /// /// This method determines the proper movement related animation /// - public string DetermineMovementAnimation() + private string DetermineMovementAnimation() { const float FALL_DELAY = 800f; const float PREJUMP_DELAY = 200f; @@ -277,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation return "FALLDOWN"; } - return m_movementAnimation; + return CurrentMovementAnimation; } #endregion Falling/Floating/Landing @@ -331,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation #region Ground Movement - if (m_movementAnimation == "FALLDOWN") + if (CurrentMovementAnimation == "FALLDOWN") { m_falling = false; m_animTickFall = Environment.TickCount; @@ -344,16 +341,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation else return "LAND"; } - else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP")) + else if ((CurrentMovementAnimation == "LAND") || (CurrentMovementAnimation == "SOFT_LAND") || (CurrentMovementAnimation == "STANDUP")) { int landElapsed = Environment.TickCount - m_animTickFall; int limit = 1000; - if(m_movementAnimation == "LAND") limit = 350; + if (CurrentMovementAnimation == "LAND") + limit = 350; // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client if ((m_animTickFall != 0) && (landElapsed <= limit)) { - return m_movementAnimation; + return CurrentMovementAnimation; } else { @@ -392,7 +390,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation m_falling = false; - return m_movementAnimation; + return CurrentMovementAnimation; } /// @@ -400,8 +398,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation /// public void UpdateMovementAnimations() { - m_movementAnimation = DetermineMovementAnimation(); - TrySetMovementAnimation(m_movementAnimation); + CurrentMovementAnimation = DetermineMovementAnimation(); + TrySetMovementAnimation(CurrentMovementAnimation); } public UUID[] GetAnimationArray()