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Adding comment for clarification, formatting comment style
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1 changed files with 9 additions and 7 deletions
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@ -19,7 +19,7 @@
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var EMOTE_ANIMATIONS = ['Cry', 'Surprised', 'Dance', 'Cheer', 'Wave', 'Fall', 'Point', 'Clap', 'Sit1', 'Sit2', 'Sit3', 'Love'];
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var ANIMATIONS = Array();
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var eventMappingName = "io.highfidelity.away"; // restoreAnimation on hand controller button events, too.
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var eventMappingName = "io.highfidelity.away"; // restoreAnimation on hand controller button events, too
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var eventMapping = Controller.newMapping(eventMappingName);
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EMOTE_ANIMATIONS.forEach(function (name) {
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@ -40,8 +40,8 @@ var MSEC_PER_SEC = 1000;
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var onEmoteScreen = false;
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var button;
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var tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
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var activeTimer = false; // used to cancel active timer if a user plays an amimation while another animation is playing
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var activeEmote = false; // to keep track of the currently playing emote
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var activeTimer = false; // Used to cancel active timer if a user plays an animation while another animation is playing
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var activeEmote = false; // To keep track of the currently playing emote
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button = tablet.addButton({
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icon: "icons/tablet-icons/EmoteAppIcon.svg",
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@ -79,8 +79,8 @@ function onWebEventReceived(event) {
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Script.clearTimeout(activeTimer);
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}
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// if the activeEmote is different from the chosen emote, then play the new emote. Other wise,
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// this is a second click on the same emote as the activeEmote, and we will just stop it.
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// If the activeEmote is different from the chosen emote, then play the new emote. Other wise,
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// This is a second click on the same emote as the activeEmote, and we will just stop it.
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if (activeEmote !== emoteName) {
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activeEmote = emoteName;
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@ -97,7 +97,7 @@ function onWebEventReceived(event) {
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MyAvatar.overrideAnimation(ANIMATIONS[emoteName].url, FPS, false, 0, frameCount);
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// non-looping return
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// Non-looping return
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} else if (emoteName === "Love" || emoteName === "Surprised" || emoteName === "Cry" || emoteName === "Point"){
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MyAvatar.overrideAnimation(ANIMATIONS[emoteName].url, FPS, false, 0, frameCount);
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@ -108,7 +108,7 @@ function onWebEventReceived(event) {
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activeEmote = false;
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}, timeOut);
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} else { // looping
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} else { // Looping
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MyAvatar.overrideAnimation(ANIMATIONS[emoteName].url, FPS, true, 0, frameCount);
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@ -123,11 +123,13 @@ function onWebEventReceived(event) {
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}
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}
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// If a user provides input, end the emote animation and restore the navigation animation states (idle, walk, run)
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function restoreAnimation() {
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MyAvatar.restoreAnimation();
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}
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Controller.keyPressEvent.connect(restoreAnimation);
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// Note peek() so as to not interfere with other mappings.
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eventMapping.from(Controller.Standard.LeftPrimaryThumb).peek().to(restoreAnimation);
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eventMapping.from(Controller.Standard.RightPrimaryThumb).peek().to(restoreAnimation);
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