C# 클래스 WhiteCore.Region.ScenePresence

상속: WhiteCore.Framework.SceneInfo.Entities.EntityBase, IScenePresence
파일 보기 프로젝트 열기: WhiteCoreSim/WhiteCore-Dev 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
m_invulnerable bool

보호된 프로퍼티들

프로퍼티 타입 설명
CameraConstraintActive bool
ClientIsStarting bool
DIR_CONTROL_FLAGS System.Array
Dir_Vectors System.Vector3[]
HEAD_ADJUSTMENT System.Vector3
SIT_TARGET_ADJUSTMENT Vector3
crossingFromRegion ulong
m_AgentControlFlags AgentManager.ControlFlags
m_CameraAtAxis Vector3
m_CameraCenter Vector3
m_CameraLeftAxis Vector3
m_CameraUpAxis Vector3
m_CollisionPlane Vector4
m_DrawDistance float
m_FallenStandUp bool
m_Frozen bool
m_IsJumping bool
m_allowMovement bool
m_animator Animator
m_autoPilotTarget Vector3
m_autopilotMoving bool
m_bodyRot Quaternion
m_creatingPhysicalRepresentation bool
m_defaultAvHeight float
m_enqueueSendChildAgentUpdate bool
m_enqueueSendChildAgentUpdateTime DateTime
m_flyDisabled bool
m_followCamAuto bool
m_forceFly bool
m_godLevel int
m_headrotation Quaternion
m_inTransit bool
m_isAway bool
m_isBusy bool
m_isChildAgent bool
m_lastCameraCenter Vector3
m_lastChildAgentUpdateCamPosition Vector3
m_lastChildAgentUpdatePosition Vector3
m_leftButtonDown bool
m_mouseLook bool
m_moveToPositionInProgress bool
m_moveToPositionTarget Vector3
m_movementUpdateCount int
m_movementflag uint
m_nextSitAnimation string
m_parentID UUID
m_parentPosition Vector3
m_perfMonMS int
m_physicsActor PhysicsActor
m_requestedSitTargetUUID UUID
m_savedVelocity Vector3
m_sceneViewer ISceneViewer
m_sendCoarseLocationsMethod SendCoarseLocationsMethod
m_setAlwaysRun bool
m_sitAtAutoTarget bool
m_sitAvatarHeight float
m_sitting bool
m_state byte
m_userLevel int
proxyObjectGroup SceneObjectGroup

공개 메소드들

메소드 설명
AddChildAgentUpdateTaint ( int seconds ) : void
AddNewMovement ( System.Vector3 vec, Quaternion rotation ) : void

Rotate the avatar to the given rotation and apply a movement in the given relative vector

AddToPhysicalScene ( bool isFlying, bool AddAvHeightToPosition ) : void

Adds a physical representation of the avatar to the Physics plugin

AddUpdateToAvatar ( ISceneChildEntity part, PrimUpdateFlags flags ) : void

Tell the SceneViewer for the given client about the update

AgentFailedToLeave ( ) : void
ApplyFlyingRoll ( float amount, bool PressingUp, bool PressingDown ) : void

Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect.

CheckAtSitTarget ( ) : void
ChildAgentDataUpdate ( WhiteCore.Framework.ClientInterfaces.AgentData cAgentData ) : void
ChildAgentDataUpdate ( WhiteCore.Framework.ClientInterfaces.AgentPosition cAgentData, int tRegionX, int tRegionY, int rRegionX, int rRegionY ) : void

This updates important decision making data about a child agent The main purpose is to figure out what objects to send to a child agent that's in a neighboring region

ClearSavedVelocity ( ) : void
Close ( ) : void
CompleteMovement ( IClientAPI client ) : void

Complete Avatar's movement into the region. This is called upon a very important packet sent from the client, so it's client-controlled. Never call this method directly.

CopyFrom ( WhiteCore.Framework.ClientInterfaces.AgentData cAgent ) : void
CopyTo ( WhiteCore.Framework.ClientInterfaces.AgentData cAgent ) : void
CreateSceneViewer ( ) : void
DoAutoPilot ( uint not_used, System.Vector3 Pos, IClientAPI remote_client ) : void
DoMoveToPosition ( object sender, string method, List args ) : void
FailedCrossingTransit ( WhiteCore.Framework.Services.GridRegion failedCrossingRegion ) : void
FailedTransit ( ) : void
GetAbsolutePosition ( ) : System.Vector3
HandleAgentRequestSit ( IClientAPI remoteClient, UUID agentID, UUID targetID, System.Vector3 offset, string sitAnimation ) : void
HandleAgentRequestSit ( IClientAPI remoteClient, UUID targetID, System.Vector3 offset ) : void
HandleAgentSit ( IClientAPI remoteClient, UUID agentID ) : void
HandleAgentSit ( IClientAPI remoteClient, UUID agentID, string sitAnimation, bool UseSitTarget ) : void
HandleAgentUpdate ( IClientAPI remoteClient, WhiteCore.Framework.ClientInterfaces.AgentUpdateArgs agentData ) : void

This is the event handler for client movement. If a client is moving, this event is triggering.

HandleSetAlwaysRun ( IClientAPI remoteClient, bool pSetAlwaysRun ) : void

Event handler for the 'Always run' setting on the client Tells the physics plugin to increase speed of movement.

HandleStartAnim ( IClientAPI remoteClient, UUID animID ) : void
HandleStopAnim ( IClientAPI remoteClient, UUID animID ) : void
HandleUUIDNameRequest ( UUID uuid, IClientAPI remote_client ) : void
InTransit ( ) : void
MakeChildAgent ( WhiteCore.Framework.Services.GridRegion destination ) : void

This turns a root agent into a child agent when an agent departs this region for a neighbor, this gets called. It doesn't get called for a teleport. Reason being, an agent that teleports out may not end up anywhere near this region

MakeRootAgent ( System.Vector3 pos, bool isFlying, bool makePhysicalActor ) : void

This turns a child agent, into a root agent This is called when an agent teleports into a region, or if an agent crosses into this region from a neighbor over the border

PushForce ( System.Vector3 impulse ) : void
RayCastCameraCallback ( bool hitYN, System.Vector3 collisionPoint, uint localid, float distance, System.Vector3 pNormal ) : void

Callback for the Camera view block check. Gets called with the results of the camera view block test hitYN is true when there's something in the way.

RegionHandleRequest ( IClientAPI client, UUID regionID ) : void
RegisterToEvents ( ) : void
RemoveFromPhysicalScene ( ) : void

Removes physics plugin scene representation of this agent if it exists.

Reset ( ) : void
ScenePresence ( ) : System
ScenePresence ( IClientAPI client, IScene world ) : System
SendCoarseLocations ( List coarseLocations, List avatarUUIDs ) : void
SendCoarseLocationsDefault ( UUID sceneId, IScenePresence p, List coarseLocations, List avatarUUIDs ) : void
SendPhysicsTerseUpdateToAllClients ( ) : void
SendScriptEventToAllAttachments ( Changed c ) : void
SendSitResponse ( IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation ) : void
SendTerseUpdateToAllClients ( ) : void

Send a location/velocity/acceleration update to all agents in scene

SendTerseUpdateToClient ( IScenePresence remoteClient ) : void

Sends a location update to the client connected to this scenePresence

SetAgentLeaving ( WhiteCore.Framework.Services.GridRegion destindation ) : void
SetAttachments ( ISceneEntity groups ) : void
SetDirectionVectors ( ) : void
SetHeight ( float height ) : void

Sets avatar height in the physics plugin

SitOnObjectAfterCrossing ( SittingObjectData sod ) : void
StandUp ( ) : void

Perform the logic necessary to stand the avatar up. This method also executes the stand animation.

StopFlying ( ) : void
SuccessfulCrossingTransit ( WhiteCore.Framework.Services.GridRegion crossingRegion ) : void
SuccessfulTransit ( ) : void
Teleport ( Vector3 pos ) : void
TeleportWithMomentum ( Vector3 pos ) : void
TriggerSignificantClientMovement ( ) : void
Update ( ) : void

보호된 메소드들

메소드 설명
CheckForBorderCrossing ( ) : bool

Checks to see if the avatar is in range of a border and calls CrossToNewRegion

CheckForSignificantMovement ( ) : void

This checks for a significant movement and sends a courselocationchange update

OutOfBoundsCall ( System.Vector3 pos ) : void
PhysicsCollisionUpdate ( EventArgs e ) : void
PhysicsUpdatePosAndVelocity ( ) : void
UpdatePosAndVelocity ( ) : void

비공개 메소드들

메소드 설명
CalculateFlyingRollResetToZero ( float amount ) : float

incrementally sets roll amount to zero

FindNextAvailableSitTarget ( UUID targetID ) : ISceneChildEntity
FindNextAvailableSitTarget ( UUID targetID, UUID notID ) : ISceneChildEntity
GetWalkDirectionVectors ( ) : System.Vector3[]

메소드 상세

AddChildAgentUpdateTaint() 공개 메소드

public AddChildAgentUpdateTaint ( int seconds ) : void
seconds int
리턴 void

AddNewMovement() 공개 메소드

Rotate the avatar to the given rotation and apply a movement in the given relative vector
public AddNewMovement ( System.Vector3 vec, Quaternion rotation ) : void
vec System.Vector3 The vector in which to move. This is relative to the rotation argument
rotation Quaternion The direction in which this avatar should now face.
리턴 void

AddToPhysicalScene() 공개 메소드

Adds a physical representation of the avatar to the Physics plugin
public AddToPhysicalScene ( bool isFlying, bool AddAvHeightToPosition ) : void
isFlying bool
AddAvHeightToPosition bool
리턴 void

AddUpdateToAvatar() 공개 메소드

Tell the SceneViewer for the given client about the update
public AddUpdateToAvatar ( ISceneChildEntity part, PrimUpdateFlags flags ) : void
part ISceneChildEntity
flags PrimUpdateFlags
리턴 void

AgentFailedToLeave() 공개 메소드

public AgentFailedToLeave ( ) : void
리턴 void

ApplyFlyingRoll() 공개 메소드

Applies a roll accumulator to the avatar's angular velocity for the avatar fly roll effect.
public ApplyFlyingRoll ( float amount, bool PressingUp, bool PressingDown ) : void
amount float Positive or negative roll amount in radians
PressingUp bool
PressingDown bool
리턴 void

CheckAtSitTarget() 공개 메소드

public CheckAtSitTarget ( ) : void
리턴 void

CheckForBorderCrossing() 보호된 메소드

Checks to see if the avatar is in range of a border and calls CrossToNewRegion
protected CheckForBorderCrossing ( ) : bool
리턴 bool

CheckForSignificantMovement() 보호된 메소드

This checks for a significant movement and sends a courselocationchange update
protected CheckForSignificantMovement ( ) : void
리턴 void

ChildAgentDataUpdate() 공개 메소드

public ChildAgentDataUpdate ( WhiteCore.Framework.ClientInterfaces.AgentData cAgentData ) : void
cAgentData WhiteCore.Framework.ClientInterfaces.AgentData
리턴 void

ChildAgentDataUpdate() 공개 메소드

This updates important decision making data about a child agent The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
public ChildAgentDataUpdate ( WhiteCore.Framework.ClientInterfaces.AgentPosition cAgentData, int tRegionX, int tRegionY, int rRegionX, int rRegionY ) : void
cAgentData WhiteCore.Framework.ClientInterfaces.AgentPosition
tRegionX int
tRegionY int
rRegionX int
rRegionY int
리턴 void

ClearSavedVelocity() 공개 메소드

public ClearSavedVelocity ( ) : void
리턴 void

Close() 공개 메소드

public Close ( ) : void
리턴 void

CompleteMovement() 공개 메소드

Complete Avatar's movement into the region. This is called upon a very important packet sent from the client, so it's client-controlled. Never call this method directly.
public CompleteMovement ( IClientAPI client ) : void
client IClientAPI
리턴 void

CopyFrom() 공개 메소드

public CopyFrom ( WhiteCore.Framework.ClientInterfaces.AgentData cAgent ) : void
cAgent WhiteCore.Framework.ClientInterfaces.AgentData
리턴 void

CopyTo() 공개 메소드

public CopyTo ( WhiteCore.Framework.ClientInterfaces.AgentData cAgent ) : void
cAgent WhiteCore.Framework.ClientInterfaces.AgentData
리턴 void

CreateSceneViewer() 공개 메소드

public CreateSceneViewer ( ) : void
리턴 void

DoAutoPilot() 공개 메소드

public DoAutoPilot ( uint not_used, System.Vector3 Pos, IClientAPI remote_client ) : void
not_used uint
Pos System.Vector3
remote_client IClientAPI
리턴 void

DoMoveToPosition() 공개 메소드

public DoMoveToPosition ( object sender, string method, List args ) : void
sender object
method string
args List
리턴 void

FailedCrossingTransit() 공개 메소드

public FailedCrossingTransit ( WhiteCore.Framework.Services.GridRegion failedCrossingRegion ) : void
failedCrossingRegion WhiteCore.Framework.Services.GridRegion
리턴 void

FailedTransit() 공개 메소드

public FailedTransit ( ) : void
리턴 void

GetAbsolutePosition() 공개 메소드

public GetAbsolutePosition ( ) : System.Vector3
리턴 System.Vector3

HandleAgentRequestSit() 공개 메소드

public HandleAgentRequestSit ( IClientAPI remoteClient, UUID agentID, UUID targetID, System.Vector3 offset, string sitAnimation ) : void
remoteClient IClientAPI
agentID UUID
targetID UUID
offset System.Vector3
sitAnimation string
리턴 void

HandleAgentRequestSit() 공개 메소드

public HandleAgentRequestSit ( IClientAPI remoteClient, UUID targetID, System.Vector3 offset ) : void
remoteClient IClientAPI
targetID UUID
offset System.Vector3
리턴 void

HandleAgentSit() 공개 메소드

public HandleAgentSit ( IClientAPI remoteClient, UUID agentID ) : void
remoteClient IClientAPI
agentID UUID
리턴 void

HandleAgentSit() 공개 메소드

public HandleAgentSit ( IClientAPI remoteClient, UUID agentID, string sitAnimation, bool UseSitTarget ) : void
remoteClient IClientAPI
agentID UUID
sitAnimation string
UseSitTarget bool
리턴 void

HandleAgentUpdate() 공개 메소드

This is the event handler for client movement. If a client is moving, this event is triggering.
public HandleAgentUpdate ( IClientAPI remoteClient, WhiteCore.Framework.ClientInterfaces.AgentUpdateArgs agentData ) : void
remoteClient IClientAPI
agentData WhiteCore.Framework.ClientInterfaces.AgentUpdateArgs
리턴 void

HandleSetAlwaysRun() 공개 메소드

Event handler for the 'Always run' setting on the client Tells the physics plugin to increase speed of movement.
public HandleSetAlwaysRun ( IClientAPI remoteClient, bool pSetAlwaysRun ) : void
remoteClient IClientAPI
pSetAlwaysRun bool
리턴 void

HandleStartAnim() 공개 메소드

public HandleStartAnim ( IClientAPI remoteClient, UUID animID ) : void
remoteClient IClientAPI
animID UUID
리턴 void

HandleStopAnim() 공개 메소드

public HandleStopAnim ( IClientAPI remoteClient, UUID animID ) : void
remoteClient IClientAPI
animID UUID
리턴 void

HandleUUIDNameRequest() 공개 메소드

public HandleUUIDNameRequest ( UUID uuid, IClientAPI remote_client ) : void
uuid UUID
remote_client IClientAPI
리턴 void

InTransit() 공개 메소드

public InTransit ( ) : void
리턴 void

MakeChildAgent() 공개 메소드

This turns a root agent into a child agent when an agent departs this region for a neighbor, this gets called. It doesn't get called for a teleport. Reason being, an agent that teleports out may not end up anywhere near this region
public MakeChildAgent ( WhiteCore.Framework.Services.GridRegion destination ) : void
destination WhiteCore.Framework.Services.GridRegion
리턴 void

MakeRootAgent() 공개 메소드

This turns a child agent, into a root agent This is called when an agent teleports into a region, or if an agent crosses into this region from a neighbor over the border
public MakeRootAgent ( System.Vector3 pos, bool isFlying, bool makePhysicalActor ) : void
pos System.Vector3
isFlying bool
makePhysicalActor bool
리턴 void

OutOfBoundsCall() 보호된 메소드

protected OutOfBoundsCall ( System.Vector3 pos ) : void
pos System.Vector3
리턴 void

PhysicsCollisionUpdate() 보호된 메소드

protected PhysicsCollisionUpdate ( EventArgs e ) : void
e System.EventArgs
리턴 void

PhysicsUpdatePosAndVelocity() 보호된 메소드

protected PhysicsUpdatePosAndVelocity ( ) : void
리턴 void

PushForce() 공개 메소드

public PushForce ( System.Vector3 impulse ) : void
impulse System.Vector3
리턴 void

RayCastCameraCallback() 공개 메소드

Callback for the Camera view block check. Gets called with the results of the camera view block test hitYN is true when there's something in the way.
public RayCastCameraCallback ( bool hitYN, System.Vector3 collisionPoint, uint localid, float distance, System.Vector3 pNormal ) : void
hitYN bool
collisionPoint System.Vector3
localid uint
distance float
pNormal System.Vector3
리턴 void

RegionHandleRequest() 공개 메소드

public RegionHandleRequest ( IClientAPI client, UUID regionID ) : void
client IClientAPI
regionID UUID
리턴 void

RegisterToEvents() 공개 메소드

public RegisterToEvents ( ) : void
리턴 void

RemoveFromPhysicalScene() 공개 메소드

Removes physics plugin scene representation of this agent if it exists.
public RemoveFromPhysicalScene ( ) : void
리턴 void

Reset() 공개 메소드

public Reset ( ) : void
리턴 void

ScenePresence() 공개 메소드

public ScenePresence ( ) : System
리턴 System

ScenePresence() 공개 메소드

public ScenePresence ( IClientAPI client, IScene world ) : System
client IClientAPI
world IScene
리턴 System

SendCoarseLocations() 공개 메소드

public SendCoarseLocations ( List coarseLocations, List avatarUUIDs ) : void
coarseLocations List
avatarUUIDs List
리턴 void

SendCoarseLocationsDefault() 공개 메소드

public SendCoarseLocationsDefault ( UUID sceneId, IScenePresence p, List coarseLocations, List avatarUUIDs ) : void
sceneId UUID
p IScenePresence
coarseLocations List
avatarUUIDs List
리턴 void

SendPhysicsTerseUpdateToAllClients() 공개 메소드

public SendPhysicsTerseUpdateToAllClients ( ) : void
리턴 void

SendScriptEventToAllAttachments() 공개 메소드

public SendScriptEventToAllAttachments ( Changed c ) : void
c Changed
리턴 void

SendSitResponse() 공개 메소드

public SendSitResponse ( IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation ) : void
remoteClient IClientAPI
targetID UUID
offset Vector3
pSitOrientation Quaternion
리턴 void

SendTerseUpdateToAllClients() 공개 메소드

Send a location/velocity/acceleration update to all agents in scene
public SendTerseUpdateToAllClients ( ) : void
리턴 void

SendTerseUpdateToClient() 공개 메소드

Sends a location update to the client connected to this scenePresence
public SendTerseUpdateToClient ( IScenePresence remoteClient ) : void
remoteClient IScenePresence
리턴 void

SetAgentLeaving() 공개 메소드

public SetAgentLeaving ( WhiteCore.Framework.Services.GridRegion destindation ) : void
destindation WhiteCore.Framework.Services.GridRegion
리턴 void

SetAttachments() 공개 메소드

public SetAttachments ( ISceneEntity groups ) : void
groups ISceneEntity
리턴 void

SetDirectionVectors() 공개 메소드

public SetDirectionVectors ( ) : void
리턴 void

SetHeight() 공개 메소드

Sets avatar height in the physics plugin
public SetHeight ( float height ) : void
height float
리턴 void

SitOnObjectAfterCrossing() 공개 메소드

public SitOnObjectAfterCrossing ( SittingObjectData sod ) : void
sod SittingObjectData
리턴 void

StandUp() 공개 메소드

Perform the logic necessary to stand the avatar up. This method also executes the stand animation.
public StandUp ( ) : void
리턴 void

StopFlying() 공개 메소드

public StopFlying ( ) : void
리턴 void

SuccessfulCrossingTransit() 공개 메소드

public SuccessfulCrossingTransit ( WhiteCore.Framework.Services.GridRegion crossingRegion ) : void
crossingRegion WhiteCore.Framework.Services.GridRegion
리턴 void

SuccessfulTransit() 공개 메소드

public SuccessfulTransit ( ) : void
리턴 void

Teleport() 공개 메소드

public Teleport ( Vector3 pos ) : void
pos Vector3
리턴 void

TeleportWithMomentum() 공개 메소드

public TeleportWithMomentum ( Vector3 pos ) : void
pos Vector3
리턴 void

TriggerSignificantClientMovement() 공개 메소드

public TriggerSignificantClientMovement ( ) : void
리턴 void

Update() 공개 메소드

public Update ( ) : void
리턴 void

UpdatePosAndVelocity() 보호된 메소드

protected UpdatePosAndVelocity ( ) : void
리턴 void

프로퍼티 상세

CameraConstraintActive 보호되어 있는 프로퍼티

protected bool CameraConstraintActive
리턴 bool

ClientIsStarting 보호되어 있는 프로퍼티

protected bool ClientIsStarting
리턴 bool

DIR_CONTROL_FLAGS 보호되어 있는 정적으로 프로퍼티

protected static Array,System DIR_CONTROL_FLAGS
리턴 System.Array

Dir_Vectors 보호되어 있는 프로퍼티

protected Vector3[],System Dir_Vectors
리턴 System.Vector3[]

HEAD_ADJUSTMENT 보호되어 있는 정적으로 프로퍼티

protected static Vector3,System HEAD_ADJUSTMENT
리턴 System.Vector3

SIT_TARGET_ADJUSTMENT 보호되어 있는 정적으로 프로퍼티

Experimentally determined "fudge factor" to make sit-target positions the same as in SecondLife. Fudge factor was tested for 36 different test cases including prims of type box, sphere, cylinder, and torus, with varying parameters for sit target location, prim size, prim rotation, prim cut, prim twist, prim taper, and prim shear. See mantis issue #1716
protected static Vector3 SIT_TARGET_ADJUSTMENT
리턴 Vector3

crossingFromRegion 보호되어 있는 프로퍼티

protected ulong crossingFromRegion
리턴 ulong

m_AgentControlFlags 보호되어 있는 프로퍼티

protected AgentManager.ControlFlags m_AgentControlFlags
리턴 AgentManager.ControlFlags

m_CameraAtAxis 보호되어 있는 프로퍼티

protected Vector3 m_CameraAtAxis
리턴 Vector3

m_CameraCenter 보호되어 있는 프로퍼티

Position of agent's camera in world (region coordinates)
protected Vector3 m_CameraCenter
리턴 Vector3

m_CameraLeftAxis 보호되어 있는 프로퍼티

protected Vector3 m_CameraLeftAxis
리턴 Vector3

m_CameraUpAxis 보호되어 있는 프로퍼티

protected Vector3 m_CameraUpAxis
리턴 Vector3

m_CollisionPlane 보호되어 있는 프로퍼티

protected Vector4 m_CollisionPlane
리턴 Vector4

m_DrawDistance 보호되어 있는 프로퍼티

protected float m_DrawDistance
리턴 float

m_FallenStandUp 보호되어 있는 프로퍼티

protected bool m_FallenStandUp
리턴 bool

m_Frozen 보호되어 있는 프로퍼티

protected bool m_Frozen
리턴 bool

m_IsJumping 보호되어 있는 프로퍼티

protected bool m_IsJumping
리턴 bool

m_allowMovement 보호되어 있는 프로퍼티

protected bool m_allowMovement
리턴 bool

m_animator 보호되어 있는 프로퍼티

protected Animator m_animator
리턴 Animator

m_autoPilotTarget 보호되어 있는 프로퍼티

protected Vector3 m_autoPilotTarget
리턴 Vector3

m_autopilotMoving 보호되어 있는 프로퍼티

protected bool m_autopilotMoving
리턴 bool

m_bodyRot 보호되어 있는 프로퍼티

protected Quaternion m_bodyRot
리턴 Quaternion

m_creatingPhysicalRepresentation 보호되어 있는 프로퍼티

protected bool m_creatingPhysicalRepresentation
리턴 bool

m_defaultAvHeight 보호되어 있는 프로퍼티

protected float m_defaultAvHeight
리턴 float

m_enqueueSendChildAgentUpdate 보호되어 있는 프로퍼티

protected bool m_enqueueSendChildAgentUpdate
리턴 bool

m_enqueueSendChildAgentUpdateTime 보호되어 있는 프로퍼티

protected DateTime m_enqueueSendChildAgentUpdateTime
리턴 DateTime

m_flyDisabled 보호되어 있는 프로퍼티

protected bool m_flyDisabled
리턴 bool

m_followCamAuto 보호되어 있는 프로퍼티

protected bool m_followCamAuto
리턴 bool

m_forceFly 보호되어 있는 프로퍼티

protected bool m_forceFly
리턴 bool

m_godLevel 보호되어 있는 프로퍼티

protected int m_godLevel
리턴 int

m_headrotation 보호되어 있는 프로퍼티

protected Quaternion m_headrotation
리턴 Quaternion

m_inTransit 보호되어 있는 프로퍼티

protected bool m_inTransit
리턴 bool

m_invulnerable 공개적으로 프로퍼티

public bool m_invulnerable
리턴 bool

m_isAway 보호되어 있는 프로퍼티

protected bool m_isAway
리턴 bool

m_isBusy 보호되어 있는 프로퍼티

protected bool m_isBusy
리턴 bool

m_isChildAgent 보호되어 있는 프로퍼티

If this is true, agent doesn't have a representation in this scene. this is an agent 'looking into' this scene from a nearby scene(region) if False, this agent has a representation in this scene
protected bool m_isChildAgent
리턴 bool

m_lastCameraCenter 보호되어 있는 프로퍼티

Used for trigging significant camera movement
protected Vector3 m_lastCameraCenter
리턴 Vector3

m_lastChildAgentUpdateCamPosition 보호되어 있는 프로퍼티

protected Vector3 m_lastChildAgentUpdateCamPosition
리턴 Vector3

m_lastChildAgentUpdatePosition 보호되어 있는 프로퍼티

protected Vector3 m_lastChildAgentUpdatePosition
리턴 Vector3

m_leftButtonDown 보호되어 있는 프로퍼티

protected bool m_leftButtonDown
리턴 bool

m_mouseLook 보호되어 있는 프로퍼티

protected bool m_mouseLook
리턴 bool

m_moveToPositionInProgress 보호되어 있는 프로퍼티

protected bool m_moveToPositionInProgress
리턴 bool

m_moveToPositionTarget 보호되어 있는 프로퍼티

protected Vector3 m_moveToPositionTarget
리턴 Vector3

m_movementUpdateCount 보호되어 있는 프로퍼티

protected int m_movementUpdateCount
리턴 int

m_movementflag 보호되어 있는 프로퍼티

protected uint m_movementflag
리턴 uint

m_nextSitAnimation 보호되어 있는 프로퍼티

protected string m_nextSitAnimation
리턴 string

m_parentID 보호되어 있는 프로퍼티

protected UUID m_parentID
리턴 UUID

m_parentPosition 보호되어 있는 프로퍼티

protected Vector3 m_parentPosition
리턴 Vector3

m_perfMonMS 보호되어 있는 프로퍼티

protected int m_perfMonMS
리턴 int

m_physicsActor 보호되어 있는 프로퍼티

protected PhysicsActor m_physicsActor
리턴 PhysicsActor

m_requestedSitTargetUUID 보호되어 있는 프로퍼티

protected UUID m_requestedSitTargetUUID
리턴 UUID

m_savedVelocity 보호되어 있는 프로퍼티

protected Vector3 m_savedVelocity
리턴 Vector3

m_sceneViewer 보호되어 있는 프로퍼티

protected ISceneViewer m_sceneViewer
리턴 ISceneViewer

m_sendCoarseLocationsMethod 보호되어 있는 프로퍼티

protected SendCoarseLocationsMethod m_sendCoarseLocationsMethod
리턴 SendCoarseLocationsMethod

m_setAlwaysRun 보호되어 있는 프로퍼티

protected bool m_setAlwaysRun
리턴 bool

m_sitAtAutoTarget 보호되어 있는 프로퍼티

protected bool m_sitAtAutoTarget
리턴 bool

m_sitAvatarHeight 보호되어 있는 프로퍼티

protected float m_sitAvatarHeight
리턴 float

m_sitting 보호되어 있는 프로퍼티

protected bool m_sitting
리턴 bool

m_state 보호되어 있는 프로퍼티

protected byte m_state
리턴 byte

m_userLevel 보호되어 있는 프로퍼티

protected int m_userLevel
리턴 int

proxyObjectGroup 보호되어 있는 프로퍼티

protected SceneObjectGroup proxyObjectGroup
리턴 SceneObjectGroup