From ba163ab05b2f05bf9a316a5f209f64992d4f9a22 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 7 Jan 2012 00:29:55 +0000 Subject: [PATCH] Add method doc to SPA.Falling and use automatic private get property --- .../Scenes/Animation/ScenePresenceAnimator.cs | 27 ++++++++++--------- 1 file changed, 14 insertions(+), 13 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index ff5f7318ce..3584cda015 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -61,11 +61,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation public bool m_jumping = false; public float m_jumpVelocity = 0f; // private int m_landing = 0; - public bool Falling - { - get { return m_falling; } - } - private bool m_falling = false; + + /// + /// Is the avatar falling? + /// + public bool Falling { get; private set; } + private float m_fallHeight; /// @@ -223,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation m_animTickFall = 0; m_animTickJump = 0; m_jumping = false; - m_falling = false; + Falling = false; m_jumpVelocity = 0f; actor.Selected = false; m_fallHeight = actor.Position.Z; // save latest flying height @@ -259,7 +260,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; if (!m_jumping && (fallVelocity < -3.0f)) - m_falling = true; + Falling = true; if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) { @@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation // Start jumping, prejump m_animTickFall = 0; m_jumping = true; - m_falling = false; + Falling = false; actor.Selected = true; // borrowed for jumping flag m_animTickJump = Environment.TickCount; m_jumpVelocity = 0.35f; @@ -302,7 +303,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation { // end jumping m_jumping = false; - m_falling = false; + Falling = false; actor.Selected = false; // borrowed for jumping flag m_jumpVelocity = 0f; m_animTickFall = Environment.TickCount; @@ -329,7 +330,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation if (CurrentMovementAnimation == "FALLDOWN") { - m_falling = false; + Falling = false; m_animTickFall = Environment.TickCount; // TODO: SOFT_LAND support float fallHeight = m_fallHeight - actor.Position.Z; @@ -363,7 +364,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation if (move.X != 0f || move.Y != 0f) { m_fallHeight = actor.Position.Z; // save latest flying height - m_falling = false; + Falling = false; // Walking / crouchwalking / running if (move.Z < 0f) return "CROUCHWALK"; @@ -374,7 +375,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation } else if (!m_jumping) { - m_falling = false; + Falling = false; // Not walking if (move.Z < 0) return "CROUCH"; @@ -387,7 +388,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation } #endregion Ground Movement - m_falling = false; + Falling = false; return CurrentMovementAnimation; }