Add method doc to SPA.Falling and use automatic private get property

iar_mods
Justin Clark-Casey (justincc) 2012-01-07 00:29:55 +00:00
parent c5c079f6aa
commit ba163ab05b
1 changed files with 14 additions and 13 deletions

View File

@ -61,11 +61,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public bool m_jumping = false; public bool m_jumping = false;
public float m_jumpVelocity = 0f; public float m_jumpVelocity = 0f;
// private int m_landing = 0; // private int m_landing = 0;
public bool Falling
{ /// <summary>
get { return m_falling; } /// Is the avatar falling?
} /// </summary>
private bool m_falling = false; public bool Falling { get; private set; }
private float m_fallHeight; private float m_fallHeight;
/// <value> /// <value>
@ -223,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
m_animTickFall = 0; m_animTickFall = 0;
m_animTickJump = 0; m_animTickJump = 0;
m_jumping = false; m_jumping = false;
m_falling = false; Falling = false;
m_jumpVelocity = 0f; m_jumpVelocity = 0f;
actor.Selected = false; actor.Selected = false;
m_fallHeight = actor.Position.Z; // save latest flying height 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; float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
if (!m_jumping && (fallVelocity < -3.0f)) if (!m_jumping && (fallVelocity < -3.0f))
m_falling = true; Falling = true;
if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) if (m_animTickFall == 0 || (fallVelocity >= 0.0f))
{ {
@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// Start jumping, prejump // Start jumping, prejump
m_animTickFall = 0; m_animTickFall = 0;
m_jumping = true; m_jumping = true;
m_falling = false; Falling = false;
actor.Selected = true; // borrowed for jumping flag actor.Selected = true; // borrowed for jumping flag
m_animTickJump = Environment.TickCount; m_animTickJump = Environment.TickCount;
m_jumpVelocity = 0.35f; m_jumpVelocity = 0.35f;
@ -302,7 +303,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{ {
// end jumping // end jumping
m_jumping = false; m_jumping = false;
m_falling = false; Falling = false;
actor.Selected = false; // borrowed for jumping flag actor.Selected = false; // borrowed for jumping flag
m_jumpVelocity = 0f; m_jumpVelocity = 0f;
m_animTickFall = Environment.TickCount; m_animTickFall = Environment.TickCount;
@ -329,7 +330,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
if (CurrentMovementAnimation == "FALLDOWN") if (CurrentMovementAnimation == "FALLDOWN")
{ {
m_falling = false; Falling = false;
m_animTickFall = Environment.TickCount; m_animTickFall = Environment.TickCount;
// TODO: SOFT_LAND support // TODO: SOFT_LAND support
float fallHeight = m_fallHeight - actor.Position.Z; float fallHeight = m_fallHeight - actor.Position.Z;
@ -363,7 +364,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
if (move.X != 0f || move.Y != 0f) if (move.X != 0f || move.Y != 0f)
{ {
m_fallHeight = actor.Position.Z; // save latest flying height m_fallHeight = actor.Position.Z; // save latest flying height
m_falling = false; Falling = false;
// Walking / crouchwalking / running // Walking / crouchwalking / running
if (move.Z < 0f) if (move.Z < 0f)
return "CROUCHWALK"; return "CROUCHWALK";
@ -374,7 +375,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
} }
else if (!m_jumping) else if (!m_jumping)
{ {
m_falling = false; Falling = false;
// Not walking // Not walking
if (move.Z < 0) if (move.Z < 0)
return "CROUCH"; return "CROUCH";
@ -387,7 +388,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
} }
#endregion Ground Movement #endregion Ground Movement
m_falling = false; Falling = false;
return CurrentMovementAnimation; return CurrentMovementAnimation;
} }