Difference between revisions of "EngagementControlExtended"

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(Documentation for the EngagementControlExtended class)
(Documentation for the EngagementControlExtended class)
Line 15: Line 15:
  
 
===Events===
 
===Events===
:{{CSharp|AbilityFired(EventHandler<FlexibleEventArgs>)}}
+
:{{CSharp|AbilityFired(who, identifier)}}
::'''Parameters:'''
+
::Parameters:
:::'''who''' : The participant who fires the ability
+
:::{{CSharp|ParticipentExtended who}} : The participant who fires the ability
:::'''identifier''' : The identifier of the ability being fired
+
:::{{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(EventHandler<FlexibleEventArgs>)}}
+
:{{CSharp|AnimationLooped(name, layer, looping)}}
::'''Parameters:'''
+
::Parameters:
:::'''name''' : The name of the animation playing
+
:::{{CSharp|string name}} : The name of the animation playing
:::'''layer''' : The layer on which the animation is playing
+
:::{{CSharp|string layer}} : The layer on which the animation is playing
:::'''looping''' : True if the animation will loop
+
:::{{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(EventHandler<FlexibleEventArgs>)}}
+
:{{CSharp|AnimationStarted(name, layer, looping)}}
::'''Parameters:'''
+
::Parameters:
:::'''name''' : The name of the animation playing
+
:::{{CSharp|string name}} : The name of the animation playing
:::'''layer''' : The layer on which the animation is playing
+
:::{{CSharp|string layer}} : The layer on which the animation is playing
:::'''looping''' : True if the animation will loop
+
:::{{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(EventHandler<FlexibleEventArgs>)}}
+
:{{CSharp|AnimationStopped(name, layer, looping)}}
::'''Parameters:'''
+
::Parameters:
:::'''name''' : The name of the animation stopping
+
:::{{CSharp|string name}} : The name of the animation stopping
:::'''layer''' : The layer on which the animation was playing
+
:::{{CSharp|string layer}} : The layer on which the animation was playing
:::'''looping''' : True if the animation was looping
+
:::{{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(EventHandler<FlexibleEventArgs>)}}
+
:{{CSharp|PlayerAdded(who)}}
::'''Parameters:'''
+
::Parameters:
:::'''who''' : The ID of the controller of the player being added
+
:::{{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(EventHandler<FlexibleEventArgs>)}}
+
:{{CSharp|PlayerRemoved(who)}}
::'''Parameters:'''
+
::Parameters:
:::'''who''' : The ID of the controller of the player being removed
+
:::{{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(EventHandler<FlexibleEventArgs>)}}
+
:{{CSharp|StateChanged(identifier)}}
::'''Parameters:'''
+
::Parameters:
:::'''identifier''' : The identifier of the new state
+
:::{{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
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
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
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
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.
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.
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

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