Difference between revisions of "DOMController"

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(Documentation for the DOMController class)
(Documentation for the DOMController class)
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::
 
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::The ID of an object to be set as the AnimationController (See the AnimationController property)
 
::The ID of an object to be set as the AnimationController (See the AnimationController property)
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:{{CSharp|int AnimationControllerSlot {get; set;} }}
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::
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::Specifies which animation controller slot this avatar should be in. When an animation controller is animating multiple avatars, this number chooses your slot or role in the animation
  
 
:{{CSharp|int BlendshapeTypeNodeID {get; set;} }}
 
:{{CSharp|int BlendshapeTypeNodeID {get; set;} }}
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::
 
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::True if this object is jumping
 
::True if this object is jumping
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:{{CSharp|DOMTransform LookAt {get; set;} }}
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::A [[DOMTransform]] that this avatar should "look at"
  
 
:{{CSharp|string LookAtBone {get; set;} }}
 
:{{CSharp|string LookAtBone {get; set;} }}
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::
 
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::The ID of an object to be set as the LookAt target (See the LookAt property)
 
::The ID of an object to be set as the LookAt target (See the LookAt property)
 
:{{CSharp|DOMTransform LootAt {get; set;} }}
 
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::Misspelled. Should be LookAt. A [[DOMTransform]] that this avatar should "look at"
 
 
:{{CSharp|int ParticipantID {get; set;} }}
 
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::Oh gross someone made this a formal property? how could this ever be confused with the concept of Participant... This is NOT what is seems. Don't use it.
 
  
 
:{{CSharp|bool PositionLocked {get; set;} }}
 
:{{CSharp|bool PositionLocked {get; set;} }}

Revision as of 18:45, 19 October 2016

Represents a controllable player or NPC avatar.

Remarks [edit]

Properties

DOMController ActiveController {get; set;}
A reference to another DOMController that should be used to "control" this avatar. Intended to support vehicles or other "assumption of control" situations.
long ActiveControllerID {get; set;}
The ID of an object to be set as the ActiveController (See the ActiveController property)
DOMAnimationController AnimationController {get; set;}
A reference to another DOMAnimationController, besides the default first-child DOMAnimationController, which should be used to animate this object. Can be used to have multiple controllers reference a single animator for synchronized animation.
long AnimationControllerID {get; set;}
The ID of an object to be set as the AnimationController (See the AnimationController property)
int AnimationControllerSlot {get; set;}
Specifies which animation controller slot this avatar should be in. When an animation controller is animating multiple avatars, this number chooses your slot or role in the animation
int BlendshapeTypeNodeID {get; set;}
The ID of another node in the same type that contains blendshape configuration
int Direction {get; set;}
The direction this controller is facing (in degrees)
bool Grounded {get; set;}
True if this avatar is touching the ground
bool GroundSitting {get; set;}
True if this avatar is sitting on the ground
bool Jumping {get; set;}
True if this object is jumping
DOMTransform LookAt {get; set;}
A DOMTransform that this avatar should "look at"
string LookAtBone {get; set;}
The name of a bone in the LookAt object that this avatar should "Look At"
long LookAtID {get; set;}
The ID of an object to be set as the LookAt target (See the LookAt property)
bool PositionLocked {get; set;}
True if this avatar is position locked, meaning that it should be restricted from moving by the client application
int Running {get; set;}
True if this avatar is running
Single Speed {get; set;}
The speed this controller is moving (in units per second)

Constructors

DOMController()
Constructs a new DOMController with default settings
DOMController(DOMObject[] children)
Constructs a new DOMController, adding children at the same time
DOMController(string title, DOMObject[] children)
Constructs a new DOMController, setting a title and adding children at the same time