IDOMControllerExtended
From Virtual World Web Wiki
Revision as of 18:52, 27 November 2017 by Spark5 (Talk | contribs) (Documentation for the IDOMControllerExtended class)
An interface to a Layer One DOMControllerExtended javascript object. These will only be passed in to Layer Two methods that are offered to the JavaScript environment, and would be dangerous to access outside of one of those calls which always happen in the context of a JavaScript Isolate thread
- This is a JavaScript visible object
Remarks [edit]
Properties
- long ActiveControllerID {get; set;} // Via attribution on DOMController
- The ID of an object to be set as the ActiveController (See the ActiveController property)
- long AnimationControllerID {get; set;} // Via attribution on DOMController
- The ID of an object to be set as the AnimationController (See the AnimationController property)
- int AnimationControllerSlot {get; set;} // Via attribution on DOMController
- 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;} // Via attribution on DOMController
- The ID of another node in the same type that contains blendshape configuration
- int Direction {get; set;} // Via attribution on DOMController
- The direction this controller is facing (in degrees)
- bool GroundSitting {get; set;} // Via attribution on DOMController
- True if this avatar is sitting on the ground
- bool Grounded {get; set;} // Via attribution on DOMController
- True if this avatar is touching the ground
- bool Jumping {get; set;} // Via attribution on DOMController
- True if this object is jumping
- string LookAtBone {get; set;} // Via attribution on DOMController
- The name of a bone in the LookAt object that this avatar should "Look At"
- long LookAtID {get; set;} // Via attribution on DOMController
- The ID of an object to be set as the LookAt target (See the LookAt property)
- bool PositionLocked {get; set;} // Via attribution on DOMController
- True if this avatar is position locked, meaning that it should be restricted from moving by the client application
- int Running {get; set;} // Via attribution on DOMController
- True if this avatar is running
- float Speed {get; set;} // Via attribution on DOMController
- The speed this controller is moving (in units per second)
- bool StrafeLocked {get; set;} // Via attribution on DOMController
- True if this avatar is using strafing movement