Rename ScenePresenceAnimator.GetMovementAnimation() -> DetermineMovementAnimation() for better code readability
parent
96c191f4fd
commit
5ba8ca5662
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@ -59,6 +59,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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get { return m_movementAnimation; }
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}
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protected string m_movementAnimation = "CROUCH";
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private int m_animTickFall;
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public int m_animTickJump; // ScenePresence has to see this to control +Z force
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public bool m_jumping = false;
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@ -146,6 +147,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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if (!m_scenePresence.IsChildAgent)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
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// anim, m_scenePresence.Name);
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if (m_animations.TrySetDefaultAnimation(
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anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
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{
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@ -169,7 +174,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// <summary>
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/// This method determines the proper movement related animation
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/// </summary>
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public string GetMovementAnimation()
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public string DetermineMovementAnimation()
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{
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const float FALL_DELAY = 800f;
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const float PREJUMP_DELAY = 200f;
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@ -283,7 +288,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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int jumptime;
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jumptime = Environment.TickCount - m_animTickJump;
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if ((move.Z > 0f) && (!m_jumping))
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{
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// Start jumping, prejump
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@ -387,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#endregion Ground Movement
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m_falling = false;
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return m_movementAnimation;
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}
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@ -395,7 +400,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public void UpdateMovementAnimations()
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{
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m_movementAnimation = GetMovementAnimation();
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m_movementAnimation = DetermineMovementAnimation();
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TrySetMovementAnimation(m_movementAnimation);
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}
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@ -5554,7 +5554,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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flags |= ScriptBaseClass.AGENT_TYPING;
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}
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string agentMovementAnimation = agent.Animator.GetMovementAnimation();
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string agentMovementAnimation = agent.Animator.DetermineMovementAnimation();
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if (agentMovementAnimation == "CROUCH")
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{
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