IDOMControllerExtended

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Revision as of 18:52, 27 November 2017 by Spark5 (Talk | contribs) (Documentation for the IDOMControllerExtended class)

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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