From ba163ab05b2f05bf9a316a5f209f64992d4f9a22 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 7 Jan 2012 00:29:55 +0000
Subject: 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 ff5f731..3584cda 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;
}
--
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