Added a (xmlIgnored) SitAnimation property to SceneObjectPart. That allows the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted.

So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does.
Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit.
Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work
This commit is contained in:
MW
2008-11-04 16:39:28 +00:00
parent f57d1307ab
commit 1c2a0c78d9
2 changed files with 66 additions and 2 deletions

View File

@@ -160,6 +160,7 @@ namespace OpenSim.Region.Environment.Scenes
private string m_sitName = String.Empty;
private Quaternion m_sitTargetOrientation = Quaternion.Identity;
private Vector3 m_sitTargetPosition = Vector3.Zero;
private string m_sitAnimation = "SIT";
private string m_text = String.Empty;
private string m_touchName = String.Empty;
private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -1017,6 +1018,13 @@ if (m_shape != null) {
set { _parentUUID = value; }
}
[XmlIgnore]
public string SitAnimation
{
get { return m_sitAnimation; }
set { m_sitAnimation = value; }
}
#endregion Public Properties with only Get