Difference between revisions of "EngagementControlExtended"
From Virtual World Web Wiki
(Documentation for the EngagementControlExtended class) |
(Documentation for the EngagementControlExtended class) |
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===Events=== | ===Events=== | ||
− | :{{CSharp|AbilityFired( | + | :{{CSharp|AbilityFired(who, identifier)}} |
− | :: | + | ::Parameters: |
− | ::: | + | :::{{CSharp|ParticipentExtended who}} : The participant who fires the ability |
− | ::: | + | :::{{CSharp|string identifier}} : The identifier of the ability being fired |
:: | :: | ||
::Fired when a participant in an engagement uses one of their abilities | ::Fired when a participant in an engagement uses one of their abilities | ||
− | :{{CSharp|AnimationLooped( | + | :{{CSharp|AnimationLooped(name, layer, looping)}} |
− | :: | + | ::Parameters: |
− | ::: | + | :::{{CSharp|string name}} : The name of the animation playing |
− | ::: | + | :::{{CSharp|string layer}} : The layer on which the animation is playing |
− | ::: | + | :::{{CSharp|bool looping}} : True if the animation will loop |
:: | :: | ||
::Fired when an animation loops on this engagement | ::Fired when an animation loops on this engagement | ||
− | :{{CSharp|AnimationStarted( | + | :{{CSharp|AnimationStarted(name, layer, looping)}} |
− | :: | + | ::Parameters: |
− | ::: | + | :::{{CSharp|string name}} : The name of the animation playing |
− | ::: | + | :::{{CSharp|string layer}} : The layer on which the animation is playing |
− | ::: | + | :::{{CSharp|bool looping}} : True if the animation will loop |
:: | :: | ||
::Fired when an animation begins playing on this engagement | ::Fired when an animation begins playing on this engagement | ||
− | :{{CSharp|AnimationStopped( | + | :{{CSharp|AnimationStopped(name, layer, looping)}} |
− | :: | + | ::Parameters: |
− | ::: | + | :::{{CSharp|string name}} : The name of the animation stopping |
− | ::: | + | :::{{CSharp|string layer}} : The layer on which the animation was playing |
− | ::: | + | :::{{CSharp|bool looping}} : True if the animation was looping |
:: | :: | ||
::Fired when an animation stops playing on this engagement | ::Fired when an animation stops playing on this engagement | ||
− | :{{CSharp|PlayerAdded( | + | :{{CSharp|PlayerAdded(who)}} |
− | :: | + | ::Parameters: |
− | ::: | + | :::{{CSharp|long who}} : The ID of the controller of the player being added |
:: | :: | ||
::Fired when a new player is added to an engagement. ‘who’ is the ID of the controller of the new player, which may be a participant or a bot. | ::Fired when a new player is added to an engagement. ‘who’ is the ID of the controller of the new player, which may be a participant or a bot. | ||
− | :{{CSharp|PlayerRemoved( | + | :{{CSharp|PlayerRemoved(who)}} |
− | :: | + | ::Parameters: |
− | ::: | + | :::{{CSharp|long who}} : The ID of the controller of the player being removed |
:: | :: | ||
::Fired when a new player is added to an engagement. ‘who’ is the ID of the controller of the new player, which may be a participant or a bot. | ::Fired when a new player is added to an engagement. ‘who’ is the ID of the controller of the new player, which may be a participant or a bot. | ||
− | :{{CSharp|StateChanged( | + | :{{CSharp|StateChanged(identifier)}} |
− | :: | + | ::Parameters: |
− | ::: | + | :::{{CSharp|string identifier}} : The identifier of the new state |
:: | :: | ||
::Fired when the state of the angagement changes, and passes in the new state identifier | ::Fired when the state of the angagement changes, and passes in the new state identifier |
Revision as of 16:56, 21 February 2017
Represents an multiplayer engagement
- This is a JavaScript visible object
Remarks [edit]
Properties
- bool IsValid {get;}
- Ask dirk. Looks like it is.
- int NumParticipants {get;}
- Returns the number of participants in the engagement... except it doesn't. What is this?
Events
- AbilityFired(who, identifier)
- Parameters:
- ParticipentExtended who : The participant who fires the ability
- string identifier : The identifier of the ability being fired
- Fired when a participant in an engagement uses one of their abilities
- Parameters:
- AnimationLooped(name, layer, looping)
- Parameters:
- string name : The name of the animation playing
- string layer : The layer on which the animation is playing
- bool looping : True if the animation will loop
- Fired when an animation loops on this engagement
- Parameters:
- AnimationStarted(name, layer, looping)
- Parameters:
- string name : The name of the animation playing
- string layer : The layer on which the animation is playing
- bool looping : True if the animation will loop
- Fired when an animation begins playing on this engagement
- Parameters:
- AnimationStopped(name, layer, looping)
- Parameters:
- string name : The name of the animation stopping
- string layer : The layer on which the animation was playing
- bool looping : True if the animation was looping
- Fired when an animation stops playing on this engagement
- Parameters:
- PlayerAdded(who)
- Parameters:
- long who : The ID of the controller of the player being added
- Fired when a new player is added to an engagement. ‘who’ is the ID of the controller of the new player, which may be a participant or a bot.
- Parameters:
- PlayerRemoved(who)
- Parameters:
- long who : The ID of the controller of the player being removed
- Fired when a new player is added to an engagement. ‘who’ is the ID of the controller of the new player, which may be a participant or a bot.
- Parameters:
- StateChanged(identifier)
- Parameters:
- string identifier : The identifier of the new state
- Fired when the state of the angagement changes, and passes in the new state identifier
- Parameters:
Methods
- bool AddPlayer(IDOMObjectExtended player)
- Adds a player represented by the DOMObject to this engagement.
- void Close()
- Disposes this engagement control.
- bool IsPlayerEngaged(IDOMObjectExtended player)
- Tests if the player represented by the DOMObject is in this engagement.
- bool RemovePlayer(IDOMObjectExtended player, bool restoreAnimator = true)
- Removes a player represented by the DOMObject from this engagement.
- void SetOptions(JSVector3 position, JSVector3 rotation)
- Ask dirk. Looks like it sets the offset and rotation of the players from center of the target object of the engagement.
- bool TransitionToState(string stateName)
- Transitions the engagement control into the requested state
- bool TriggerSkill(string skillname)
- Simulates the playing of the specified skill