Add method doc to SPA.Falling and use automatic private get property
parent
c5c079f6aa
commit
ba163ab05b
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue