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away script
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examples/away.js
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84
examples/away.js
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"use strict";
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/*jslint vars: true, plusplus: true*/
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/*global HMD, AudioDevice, MyAvatar, Controller, Script, Overlays, print*/
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// Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key.
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// See MAIN CONTROL, below, for what "paused" actually does.
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var OVERLAY_DATA = {
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text: "Paused:\npress any key to continue",
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font: {size: 75},
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color: {red: 200, green: 255, blue: 255},
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alpha: 0.9
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};
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// ANIMATION
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// We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect
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// using an animation graph with a state that we turn on and off through the animation var defined with that state.
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var awayAnimationHandlerId, activeAnimationHandlerId;
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function playAwayAnimation() {
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function animateAway() {
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return {isAway: true, isNotAway: false, isNotMoving: false};
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}
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awayAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateAway, null);
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}
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function stopAwayAnimation() {
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MyAvatar.removeAnimationStateHandler(awayAnimationHandlerId);
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function animateActive(state) {
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if (!state.isAway) { // Once the right state gets reflected back to us, we don't need the hander any more.
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// But we are locked against handler changes during the execution of a handler, so remove asynchronously.
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Script.setTimeout(function () { MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); }, 0);
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}
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return {isAway: false, isNotAway: true}; // IWBNI we had a way of deleting an anim var.
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}
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activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['isAway']);
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}
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// OVERLAY
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var overlay = Overlays.addOverlay("text", OVERLAY_DATA);
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function showOverlay() {
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var screen = Controller.getViewportDimensions();
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Overlays.editOverlay(overlay, {visible: true, x: screen.x / 4, y: screen.y / 4});
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}
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function hideOverlay() {
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Overlays.editOverlay(overlay, {visible: false});
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}
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hideOverlay();
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// MAIN CONTROL
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var wasMuted, isAway;
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function goAway() {
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if (isAway) {
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return;
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}
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isAway = true;
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print('going "away"');
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wasMuted = AudioDevice.getMuted();
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if (!wasMuted) {
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AudioDevice.toggleMute();
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}
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MyAvatar.setEnableMeshVisible(false); // just for our own display, without changing point of view
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playAwayAnimation(); // animation is still seen by others
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showOverlay();
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}
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function goActive(event) {
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if (!isAway) {
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if (event.text === '.') {
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goAway();
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}
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return;
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}
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isAway = false;
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print('going "active"');
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if (!wasMuted) {
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AudioDevice.toggleMute();
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}
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MyAvatar.setEnableMeshVisible(true); // IWBNI we respected Developer->Avatar->Draw Mesh setting.
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stopAwayAnimation();
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hideOverlay();
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}
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Controller.keyPressEvent.connect(goActive);
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if (HMD.active) {
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goAway();
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}
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@ -8,6 +8,7 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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Script.load("away.js");
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Script.load("progress.js");
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Script.load("edit.js");
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Script.load("selectAudioDevice.js");
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