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Merge pull request #5757 from ZappoMan/breakdanceToy
added some debugging to breakdance toy
This commit is contained in:
commit
0023016447
1 changed files with 7 additions and 3 deletions
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@ -31,6 +31,7 @@
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// if we're currently being grabbed and if the person grabbing us is the current interfaces avatar.
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// if we're currently being grabbed and if the person grabbing us is the current interfaces avatar.
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// we will watch this for state changes and print out if we're being grabbed or released when it changes.
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// we will watch this for state changes and print out if we're being grabbed or released when it changes.
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update: function() {
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update: function() {
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//print("BreakdanceEntity.update() _this.entityID:" + _this.entityID);
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var GRAB_USER_DATA_KEY = "grabKey";
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var GRAB_USER_DATA_KEY = "grabKey";
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// because the update() signal doesn't have a valid this, we need to use our memorized _this to access our entityID
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// because the update() signal doesn't have a valid this, we need to use our memorized _this to access our entityID
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@ -45,14 +46,15 @@
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// if the grabData says we're being grabbed, and the owner ID is our session, then we are being grabbed by this interface
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// if the grabData says we're being grabbed, and the owner ID is our session, then we are being grabbed by this interface
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if (grabData.activated && grabData.avatarId == MyAvatar.sessionUUID) {
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if (grabData.activated && grabData.avatarId == MyAvatar.sessionUUID) {
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//print("BreakdanceEntity.update() [I'm being grabbed] _this.entityID:" + _this.entityID);
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if (!_this.beingGrabbed) {
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if (!_this.beingGrabbed) {
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print("I'm was grabbed... _this.entityID:" + _this.entityID);
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// remember we're being grabbed so we can detect being released
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// remember we're being grabbed so we can detect being released
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_this.beingGrabbed = true;
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_this.beingGrabbed = true;
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var props = Entities.getEntityProperties(entityID);
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var props = Entities.getEntityProperties(entityID);
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var puppetPosition = getPuppetPosition(props);
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var puppetPosition = getPuppetPosition(props);
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breakdanceStart(props.modelURL, puppetPosition);
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breakdanceStart(props.modelURL, puppetPosition);
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print("I'm was grabbed...");
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} else {
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} else {
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breakdanceUpdate();
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breakdanceUpdate();
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}
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}
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@ -62,7 +64,7 @@
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// if we are not being grabbed, and we previously were, then we were just released, remember that
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// if we are not being grabbed, and we previously were, then we were just released, remember that
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// and print out a message
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// and print out a message
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_this.beingGrabbed = false;
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_this.beingGrabbed = false;
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print("I'm was released...");
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print("I'm was released... _this.entityID:" + _this.entityID);
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breakdanceEnd();
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breakdanceEnd();
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}
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}
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},
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},
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@ -73,6 +75,7 @@
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// * connecting to the update signal so we can check our grabbed state
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// * connecting to the update signal so we can check our grabbed state
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preload: function(entityID) {
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preload: function(entityID) {
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this.entityID = entityID;
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this.entityID = entityID;
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print("BreakdanceEntity.preload() this.entityID:" + this.entityID);
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Script.update.connect(this.update);
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Script.update.connect(this.update);
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},
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},
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@ -80,6 +83,7 @@
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// or because we've left the domain or quit the application. In all cases we want to unhook our connection
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// or because we've left the domain or quit the application. In all cases we want to unhook our connection
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// to the update signal
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// to the update signal
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unload: function(entityID) {
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unload: function(entityID) {
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print("BreakdanceEntity.unload() this.entityID:" + this.entityID);
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Script.update.disconnect(this.update);
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Script.update.disconnect(this.update);
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},
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},
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