Exemple #1
0
        public bool GetNextPosition(ScenePresence scenePresence, float closeToRange, TimeSpan diffFromLastFrame, float secondsBeforeForcedTeleport,
                                    out Vector3 position, out TravelMode state, out bool needsToTeleportToPosition, out bool changingNodes)
        {
            changingNodes = false;
            lock (m_lock)
            {
                while (true)
                {
                    //Initialize default values
                    position = Vector3.Zero;
                    state    = TravelMode.None;
                    needsToTeleportToPosition = false;

                    //See if we have a valid position to attempt to move to
                    if (CurrentPos < m_listOfPositions.Count)
                    {
                        //Get the position/state and make sure that it is within the region
                        position = m_listOfPositions[CurrentPos];
                        Util.ForceValidRegionXYZ(ref position);
                        state = m_listOfStates[CurrentPos];

                        if (state == TravelMode.Wait)
                        {
                            if (!m_waitingSince.HasValue)//Has no value, so we're just starting to wait
                            {
                                m_waitingSince = DateTime.Now;
                            }
                            else
                            {
                                double ms = (DateTime.Now - m_waitingSince.Value).TotalMilliseconds;
                                if (ms > (position.X * 1000f))
                                {
                                    //We're done waiting, increment the position counter and go around the loop again
                                    m_waitingSince = null;
                                    CurrentPos++;
                                    changingNodes = true;
                                    m_timeSinceLastChangedPosition = TimeSpan.FromMilliseconds(0);
                                    continue;
                                }
                            }
                            return(true);
                        }
                        else
                        {
                            //We are attempting to move somewhere
                            if (scenePresence.IsAtTarget(position, closeToRange))
                            {
                                //We made it to the position, begin proceeding towards the next position
                                CurrentPos++;
                                changingNodes = true;
                                m_timeSinceLastChangedPosition = TimeSpan.FromMilliseconds(0);
                                continue;
                            }
                            else
                            {
                                m_timeSinceLastChangedPosition = m_timeSinceLastChangedPosition.Add(diffFromLastFrame);
                                //We need to see if we should teleport to the next node rather than waiting for us to get there
                                if (m_timeSinceLastChangedPosition.TotalMilliseconds > (secondsBeforeForcedTeleport * 1000))
                                {
                                    changingNodes = true;
                                    m_timeSinceLastChangedPosition = TimeSpan.FromMilliseconds(0);
                                    needsToTeleportToPosition      = true;
                                }
                            }
                            return(true);
                        }
                    }
                    else
                    {
                        //We've finished all the states in the position list
                        m_timeSinceLastChangedPosition = TimeSpan.FromMilliseconds(0);

                        if (m_listOfPositions.Count == 0)//Sanity check
                        {
                            return(false);
                        }

                        if (FollowIndefinitely)
                        {
                            //If we're following indefinitely, then the counter is reset to the beginning and we go around again
                            CurrentPos    = 0;
                            changingNodes = true;
                            continue;
                        }
                        return(false);
                    }
                }
            }
        }