refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code clarity since non-default animations are handled completely separately from this class
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71ec84d77f
commit
9949ac2f9f
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@ -138,9 +138,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}",
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// anim, sequenceNum, objectID);
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if (AvatarAnimations.AnimsUUID.ContainsKey(anim))
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if (DefaultAvatarAnimations.AnimsUUID.ContainsKey(anim))
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{
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return SetDefaultAnimation(AvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
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return SetDefaultAnimation(DefaultAvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
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}
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return false;
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}
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@ -33,7 +33,7 @@ using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes.Animation
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{
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public class AvatarAnimations
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public class DefaultAvatarAnimations
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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@ -43,7 +43,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public static Dictionary<UUID, string> AnimsNames = new Dictionary<UUID, string>();
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public static Dictionary<UUID, string> AnimStateNames = new Dictionary<UUID, string>();
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static AvatarAnimations()
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static DefaultAvatarAnimations()
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{
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LoadAnimations(DefaultAnimationsPath);
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}
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@ -99,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
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// are referenced with lower case names!
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UUID animID = AvatarAnimations.GetDefaultAnimation(name.ToUpper());
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UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
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if (animID == UUID.Zero)
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return;
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@ -125,7 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
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// are referenced with lower case names!
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UUID animID = AvatarAnimations.GetDefaultAnimation(name);
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UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name);
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if (animID == UUID.Zero)
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return;
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@ -4314,7 +4314,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (m_host.RegionHandle == presence.RegionHandle)
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{
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Dictionary<UUID, string> animationstateNames = AvatarAnimations.AnimStateNames;
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Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
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if (presence != null)
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{
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@ -5600,7 +5600,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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if (agent.Animator.Animations.DefaultAnimation.AnimID
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== AvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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{
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flags |= ScriptBaseClass.AGENT_SITTING;
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}
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@ -7714,7 +7714,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_Vector lower;
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LSL_Vector upper;
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if (presence.Animator.Animations.DefaultAnimation.AnimID
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== AvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
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{
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// This is for ground sitting avatars
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float height = presence.Appearance.AvatarHeight / 2.66666667f;
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