Difference between revisions of "ParticipantExtended"

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(Documentation for the ParticipantExtended class)
(Documentation for the ParticipantExtended class)
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===Properties===
 
===Properties===
 
:{{CSharp|AbilitySetExtended Abilities {get;} }}
 
:{{CSharp|AbilitySetExtended Abilities {get;} }}
 +
::
 +
::Gets the ability set for this participant which can be used to create ability groups and abilities and modify their state
  
 
:{{CSharp|string AccountID {get;} }}
 
:{{CSharp|string AccountID {get;} }}
 +
::
 +
::Gets the account ID of the participant as a GUID in string format
  
 
:{{CSharp|DOMControllerExtended Controller {get;} }}
 
:{{CSharp|DOMControllerExtended Controller {get;} }}
 +
::
 +
::Gets the root DOMController object that represents the participant’s avatar in the room. This will almost always be the only direct DOMController child of the participant document.
  
 
:{{CSharp|string Name {get;} }}
 
:{{CSharp|string Name {get;} }}
 +
::
 +
::Gets the participant’s persona’s name.
  
 
:{{CSharp|string PersonaID {get;} }}
 
:{{CSharp|string PersonaID {get;} }}
 +
::
 +
::Gets the persona ID of the participant as a GUID in string format
  
 
:{{CSharp|string SessionID {get;} }}
 
:{{CSharp|string SessionID {get;} }}
 +
::
 +
::Gets the session ID of the participant as a GUID in string format
  
 
===Events===
 
===Events===
 
:{{CSharp|OnAreaPermissionsChanged(EventHandler<FlexibleEventArgs>)}}
 
:{{CSharp|OnAreaPermissionsChanged(EventHandler<FlexibleEventArgs>)}}
 +
::
 +
::Fires when the permission set for this user changes due to changes in permission on the current instance, or any of it’s parent world or area group hierarchy, or due to entity set changes.
  
 
:{{CSharp|OnEntitiesChanged(EventHandler<FlexibleEventArgs>)}}
 
:{{CSharp|OnEntitiesChanged(EventHandler<FlexibleEventArgs>)}}
 +
::
 +
::Fires when a the participant’s connection’s entity list changes (i.e. the user joins or leaves a dynamic or entity group).
  
 
:{{CSharp|OnSceneReady(EventHandler<FlexibleEventArgs>)}}
 
:{{CSharp|OnSceneReady(EventHandler<FlexibleEventArgs>)}}
 +
::
 +
::Fires when the connected client informs the server that it has loaded all reasources, lowered it’s loading screen, and is ready to show the scene.
  
 
:{{CSharp|OnTargetChanged(EventHandler<FlexibleEventArgs>)}}
 
:{{CSharp|OnTargetChanged(EventHandler<FlexibleEventArgs>)}}
 +
::
 +
::Fires when the connected client changed it’s targeted DOMObject.
  
 
:{{CSharp|OnTypingStarted(EventHandler<FlexibleEventArgs>)}}
 
:{{CSharp|OnTypingStarted(EventHandler<FlexibleEventArgs>)}}
 +
::
 +
::Fires when the connected client informs the server that the user has begun typing.
  
 
:{{CSharp|OnTypingStopped(EventHandler<FlexibleEventArgs>)}}
 
:{{CSharp|OnTypingStopped(EventHandler<FlexibleEventArgs>)}}
 +
::
 +
::Fires when the connected client informs the server that the user has stopped typing.
  
 
:{{CSharp|OnVirtualRealityStarted(EventHandler<FlexibleEventArgs>)}}
 
:{{CSharp|OnVirtualRealityStarted(EventHandler<FlexibleEventArgs>)}}
 +
::
 +
::Fires when the connected client informs the server that the user has turned on their VR headset.
  
 
:{{CSharp|OnVirtualRealityStopped(EventHandler<FlexibleEventArgs>)}}
 
:{{CSharp|OnVirtualRealityStopped(EventHandler<FlexibleEventArgs>)}}
 +
::
 +
::Fires when the connected client informs the server that the user has turned on their VR headset.
  
 
===Methods===
 
===Methods===
 
:{{CSharp|ReturnType HasAreaPermission(string strPermissionID)}}
 
:{{CSharp|ReturnType HasAreaPermission(string strPermissionID)}}
 +
::
 +
::Checks if this participant’s connection identity has the requested permission in the current area
  
 
:{{CSharp|ReturnType InEntity(string strEntityID)}}
 
:{{CSharp|ReturnType InEntity(string strEntityID)}}
 +
::
 +
::Checks if this participant’s connection identity is in the requested entity (account, persona, entitygroup, dynamicgroup, etc)
  
 
:{{CSharp|ReturnType NavigateTo(string targetVWW, bool designmode)}}
 
:{{CSharp|ReturnType NavigateTo(string targetVWW, bool designmode)}}
 +
::
 +
::Attempts to navigate the participant to another destination scene by vwwUrl and optionally in design mode
  
 
:{{CSharp|void ResetPosition()}}
 
:{{CSharp|void ResetPosition()}}
 +
::
 +
::Resets the user’s world position to their specified DOMStartPoint or the default DOMStartPoint or origin
  
 
:{{CSharp|void SendChatMessage(string message, int messageStyle)}}
 
:{{CSharp|void SendChatMessage(string message, int messageStyle)}}
 +
::
 +
::Sends a chat message to this participant
  
 
:{{CSharp|ReturnType SendUIScript(ResourceValue packageResource, string metadata)}}
 
:{{CSharp|ReturnType SendUIScript(ResourceValue packageResource, string metadata)}}
 +
::
 +
::Pushes the requested UI package to the connected client
  
 
===Methods (From Game Cloud)===
 
===Methods (From Game Cloud)===
 
:{{CSharp|bool AccountDataExists(string key)}}
 
:{{CSharp|bool AccountDataExists(string key)}}
 +
::
 +
::Checks if an account scoped data item exists (is set).
  
 
:{{CSharp|bool CheckGroup(string identifier)}}
 
:{{CSharp|bool CheckGroup(string identifier)}}
 +
::
 +
::Tests whether the participant is in the EntityGroup which has been registered to your application via the admin GameCloud configuration tool
  
 
:{{CSharp|bool ClearOverlay()}}
 
:{{CSharp|bool ClearOverlay()}}
 +
::
 +
::Clears all GameCloud clothing slot overlays on this participant.
  
 
:{{CSharp|bool ClearOverlayItem(string path)}}
 
:{{CSharp|bool ClearOverlayItem(string path)}}
 +
::
 +
::Clears any GameCloud clothing slot overlay in the slot specified by ''path'' on this participant.
  
 
:{{CSharp|ConfirmationHandleExtended Confirm(string title, string description, JSFlexibleFunction yesCallback, JSFlexibleFunction noCallback, string[] buttons, int timeout, JSFlexibleFunction cancelCallback)}}
 
:{{CSharp|ConfirmationHandleExtended Confirm(string title, string description, JSFlexibleFunction yesCallback, JSFlexibleFunction noCallback, string[] buttons, int timeout, JSFlexibleFunction cancelCallback)}}
 +
::
 +
::Initiates a new Confirmation Request meant to confirm something with the user. The participant’s connection will be sent a packet asking them to confirm the activity described by title and description, by pressing one of the described buttons. The confirmation will be automatically cancelled if the user disconnects or navigates. You can provide functions that will be called back when the user presses yes no or cancel.
  
 
:{{CSharp|ConfirmationHandleExtended ConfirmationRequest(string title, string description, string buttons, int defaultButton, int timeout)}}
 
:{{CSharp|ConfirmationHandleExtended ConfirmationRequest(string title, string description, string buttons, int defaultButton, int timeout)}}
 +
::
 +
::Initiates a new Confirmation Request meant to confirm something with the user. The participant’s connection will be sent a packet asking them to confirm the activity described by title and description, by pressing one of the described buttons. The confirmation will be automatically cancelled if the user disconnects or navigates. Buttons are specified as a comma separated list.
  
 
:{{CSharp|bool DataExists(string key)}}
 
:{{CSharp|bool DataExists(string key)}}
 +
::
 +
::Checks if a persona scoped data item exists (is set).
  
 
:{{CSharp|void DeleteAccountData(string key)}}
 
:{{CSharp|void DeleteAccountData(string key)}}
 +
::
 +
::Deletes the specified account scoped data item.
  
 
:{{CSharp|void DeleteData(string key)}}
 
:{{CSharp|void DeleteData(string key)}}
 +
::
 +
::Deletes the specified persona scoped data item.
  
 
:{{CSharp|string GetAccountData(string key)}}
 
:{{CSharp|string GetAccountData(string key)}}
 +
::
 +
::Gets the value of an account scoped data item.
  
 
:{{CSharp|string GetData(string key)}}
 
:{{CSharp|string GetData(string key)}}
 +
::
 +
::Gets the value of a persona scoped data item.
  
 
:{{CSharp|bool GiveObject(string id)}}
 
:{{CSharp|bool GiveObject(string id)}}
 +
::
 +
::Creates an ObjectTemplate of the ObjectType specified by the Guid in the id parameter and puts it in the participant’s persona’s inventory. Essentially, gives a person a thing, like clothing, or an object for scene editing.
  
 
:{{CSharp|bool GiveUniqueObject(string id)}}
 
:{{CSharp|bool GiveUniqueObject(string id)}}
 +
::
 +
::Creates an ObjectTemplate of the ObjectType specified by the Guid in the id parameter and puts it in the participant’s persona’s inventory if one doesn't exist already. Essentially, gives a person a thing, like clothing, or an object for scene editing.
  
 
:{{CSharp|ConfirmationHandleExtended Inform(string title, string description, string buttonText, int timeout)}}
 
:{{CSharp|ConfirmationHandleExtended Inform(string title, string description, string buttonText, int timeout)}}
 +
::
 +
::Initiates a new Confirmation Request meant to inform the user of something.
  
 
:{{CSharp|bool JoinGroup(string identifier, bool accountLevel)}}
 
:{{CSharp|bool JoinGroup(string identifier, bool accountLevel)}}
 +
::
 +
::Joins the participant to an EntityGroup which has been registered to your application via the admin GameCloud configuration tool
  
 
:{{CSharp|bool LeaveGroup(string identifier, bool accountLevel)}}
 
:{{CSharp|bool LeaveGroup(string identifier, bool accountLevel)}}
 +
::
 +
::Removes the participant from an EntityGroup which has been registered to your application via the admin GameCloud configuration tool
  
 
:{{CSharp|IInteractionMappingExtended RegisterInteraction(string selector, string abilityIdentifier)}}
 
:{{CSharp|IInteractionMappingExtended RegisterInteraction(string selector, string abilityIdentifier)}}
 +
::
 +
::Registers an ability (created earlier in a call to
 +
 +
::) as an interaction that only this participant will see.
  
 
:{{CSharp|void SetAccountData(string key, string value)}}
 
:{{CSharp|void SetAccountData(string key, string value)}}
 +
::
 +
::Sets the value of an account scoped data item.
  
 
:{{CSharp|void SetData(string key, string value)}}
 
:{{CSharp|void SetData(string key, string value)}}
 +
::
 +
::Sets the value of a persona scoped data item.
  
 
:{{CSharp|bool SetOverlayBlank(string path)}}
 
:{{CSharp|bool SetOverlayBlank(string path)}}
 +
::
 +
::Sets a 'blank' or clothing remove request as a GameCloud clothing slot overlay in the slot specified by ''path'' on this participant.
  
 
:{{CSharp|bool SetOverlayItem(string path, string id)}}
 
:{{CSharp|bool SetOverlayItem(string path, string id)}}
 +
::
 +
::Sets the specified object type as a GameCloud clothing slot overlay in the slot specified by ''path'' on this participant.
  
 
===Methods (From Human Avatars)===
 
===Methods (From Human Avatars)===
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===Methods (From Creature Manager)===
 
===Methods (From Creature Manager)===
 
:{{CSharp|ReturnType CreatureType()}}
 
:{{CSharp|ReturnType CreatureType()}}
 +
::
 +
::Enables a group of abilities for the player. (eg, turning on dance moves when you enter the dance floor)
  
 
:{{CSharp|ReturnType IsMale()}}
 
:{{CSharp|ReturnType IsMale()}}
 +
::
 +
::Disables a group of abilities for the player. (eg, turning off dance moves when you leave the dance floor)
  
 
__NOTOC____NOEDITSECTION__
 
__NOTOC____NOEDITSECTION__

Revision as of 00:44, 23 October 2016

  • This is a JavaScript visible object

Remarks [edit]

Properties

AbilitySetExtended Abilities {get;}
Gets the ability set for this participant which can be used to create ability groups and abilities and modify their state
string AccountID {get;}
Gets the account ID of the participant as a GUID in string format
DOMControllerExtended Controller {get;}
Gets the root DOMController object that represents the participant’s avatar in the room. This will almost always be the only direct DOMController child of the participant document.
string Name {get;}
Gets the participant’s persona’s name.
string PersonaID {get;}
Gets the persona ID of the participant as a GUID in string format
string SessionID {get;}
Gets the session ID of the participant as a GUID in string format

Events

OnAreaPermissionsChanged(EventHandler<FlexibleEventArgs>)
Fires when the permission set for this user changes due to changes in permission on the current instance, or any of it’s parent world or area group hierarchy, or due to entity set changes.
OnEntitiesChanged(EventHandler<FlexibleEventArgs>)
Fires when a the participant’s connection’s entity list changes (i.e. the user joins or leaves a dynamic or entity group).
OnSceneReady(EventHandler<FlexibleEventArgs>)
Fires when the connected client informs the server that it has loaded all reasources, lowered it’s loading screen, and is ready to show the scene.
OnTargetChanged(EventHandler<FlexibleEventArgs>)
Fires when the connected client changed it’s targeted DOMObject.
OnTypingStarted(EventHandler<FlexibleEventArgs>)
Fires when the connected client informs the server that the user has begun typing.
OnTypingStopped(EventHandler<FlexibleEventArgs>)
Fires when the connected client informs the server that the user has stopped typing.
OnVirtualRealityStarted(EventHandler<FlexibleEventArgs>)
Fires when the connected client informs the server that the user has turned on their VR headset.
OnVirtualRealityStopped(EventHandler<FlexibleEventArgs>)
Fires when the connected client informs the server that the user has turned on their VR headset.

Methods

ReturnType HasAreaPermission(string strPermissionID)
Checks if this participant’s connection identity has the requested permission in the current area
ReturnType InEntity(string strEntityID)
Checks if this participant’s connection identity is in the requested entity (account, persona, entitygroup, dynamicgroup, etc)
ReturnType NavigateTo(string targetVWW, bool designmode)
Attempts to navigate the participant to another destination scene by vwwUrl and optionally in design mode
void ResetPosition()
Resets the user’s world position to their specified DOMStartPoint or the default DOMStartPoint or origin
void SendChatMessage(string message, int messageStyle)
Sends a chat message to this participant
ReturnType SendUIScript(ResourceValue packageResource, string metadata)
Pushes the requested UI package to the connected client

Methods (From Game Cloud)

bool AccountDataExists(string key)
Checks if an account scoped data item exists (is set).
bool CheckGroup(string identifier)
Tests whether the participant is in the EntityGroup which has been registered to your application via the admin GameCloud configuration tool
bool ClearOverlay()
Clears all GameCloud clothing slot overlays on this participant.
bool ClearOverlayItem(string path)
Clears any GameCloud clothing slot overlay in the slot specified by path on this participant.
ConfirmationHandleExtended Confirm(string title, string description, JSFlexibleFunction yesCallback, JSFlexibleFunction noCallback, string[] buttons, int timeout, JSFlexibleFunction cancelCallback)
Initiates a new Confirmation Request meant to confirm something with the user. The participant’s connection will be sent a packet asking them to confirm the activity described by title and description, by pressing one of the described buttons. The confirmation will be automatically cancelled if the user disconnects or navigates. You can provide functions that will be called back when the user presses yes no or cancel.
ConfirmationHandleExtended ConfirmationRequest(string title, string description, string buttons, int defaultButton, int timeout)
Initiates a new Confirmation Request meant to confirm something with the user. The participant’s connection will be sent a packet asking them to confirm the activity described by title and description, by pressing one of the described buttons. The confirmation will be automatically cancelled if the user disconnects or navigates. Buttons are specified as a comma separated list.
bool DataExists(string key)
Checks if a persona scoped data item exists (is set).
void DeleteAccountData(string key)
Deletes the specified account scoped data item.
void DeleteData(string key)
Deletes the specified persona scoped data item.
string GetAccountData(string key)
Gets the value of an account scoped data item.
string GetData(string key)
Gets the value of a persona scoped data item.
bool GiveObject(string id)
Creates an ObjectTemplate of the ObjectType specified by the Guid in the id parameter and puts it in the participant’s persona’s inventory. Essentially, gives a person a thing, like clothing, or an object for scene editing.
bool GiveUniqueObject(string id)
Creates an ObjectTemplate of the ObjectType specified by the Guid in the id parameter and puts it in the participant’s persona’s inventory if one doesn't exist already. Essentially, gives a person a thing, like clothing, or an object for scene editing.
ConfirmationHandleExtended Inform(string title, string description, string buttonText, int timeout)
Initiates a new Confirmation Request meant to inform the user of something.
bool JoinGroup(string identifier, bool accountLevel)
Joins the participant to an EntityGroup which has been registered to your application via the admin GameCloud configuration tool
bool LeaveGroup(string identifier, bool accountLevel)
Removes the participant from an EntityGroup which has been registered to your application via the admin GameCloud configuration tool
IInteractionMappingExtended RegisterInteraction(string selector, string abilityIdentifier)
Registers an ability (created earlier in a call to
) as an interaction that only this participant will see.
void SetAccountData(string key, string value)
Sets the value of an account scoped data item.
void SetData(string key, string value)
Sets the value of a persona scoped data item.
bool SetOverlayBlank(string path)
Sets a 'blank' or clothing remove request as a GameCloud clothing slot overlay in the slot specified by path on this participant.
bool SetOverlayItem(string path, string id)
Sets the specified object type as a GameCloud clothing slot overlay in the slot specified by path on this participant.

Methods (From Human Avatars)

ReturnType DisableAbilityGroup(string identifier)
ReturnType EnableAbilityGroup(string identifier)

Methods (From Creature Manager)

ReturnType CreatureType()
Enables a group of abilities for the player. (eg, turning on dance moves when you enter the dance floor)
ReturnType IsMale()
Disables a group of abilities for the player. (eg, turning off dance moves when you leave the dance floor)