Rename ScenePresenceAnimator.GetMovementAnimation() -> DetermineMovementAnimation() for better code readability

iar_mods
Justin Clark-Casey (justincc) 2011-12-03 00:27:21 +00:00
parent 96c191f4fd
commit 5ba8ca5662
2 changed files with 9 additions and 4 deletions

View File

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

View File

@ -5554,7 +5554,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
flags |= ScriptBaseClass.AGENT_TYPING; flags |= ScriptBaseClass.AGENT_TYPING;
} }
string agentMovementAnimation = agent.Animator.GetMovementAnimation(); string agentMovementAnimation = agent.Animator.DetermineMovementAnimation();
if (agentMovementAnimation == "CROUCH") if (agentMovementAnimation == "CROUCH")
{ {