AtavismWorldManager Class

Namespace
Atavism
Interfaces
Base Types
  • object
graph BT Type-->Base0["object"] Type-.->Interface0["IWorldManager"] click Interface0 "/docs/client_api_10.4.0/api/Atavism/IWorldManager" Type["AtavismWorldManager"] class Type type-node

Syntax

public class AtavismWorldManager : IWorldManager

Constructors

Name Summary
AtavismWorldManager()

Events

Fields

Properties

Methods

Name Value Summary
AdjustTimestamp(long) void
Update the time offset.
ClearWorld() void
DelayPlayerMove() void
Disconnected() void
EnterWorld() void
FallingHandler(object, object, bool) void
Called by the Physics System when a mobs (or players) falling state has changed.
FollowTerrainHandler(object, ObjectPropertyChangeEventArgs) void
Runs when the follow terrain property is changed for a mob/player.
GetMobNodes() List<AtavismMobNode>
GetObjectNode(long) AtavismObjectNode
GetObjectNode(OID) AtavismObjectNode
GetObjectNode(string) AtavismObjectNode
GetObjectNodeNames() List<string>
Returns a list of all ObjectNode names. This is used by scripting.
GetObjectOidList() List<long>
GetObjectStub(long) AtavismWorldManager.ObjectStub
HandleDirection(BaseWorldMessage) void
HandleDirLocOrient(BaseMessage) void
HandleFreeObject(BaseWorldMessage) void
HandleInvokeEffect(BaseWorldMessage) void
HandleLogout(BaseWorldMessage) void
HandleMobPath(BaseWorldMessage) void
HandleModelInfo(BaseWorldMessage) void
HandleNewObject(BaseWorldMessage) void
HandleOrientation(BaseWorldMessage) void
HandleTerrainConfig(BaseWorldMessage) void
HandleWorldAccessResponse(BaseWorldMessage) void
HandleWorldFileName(BaseWorldMessage) void
Handles the world file message from the server. This clears the old scene and loads in the new world files based on the world file name from the message.
InputControllerActivated(AtavismInputController) void
JumpHandler(object, ObjectPropertyChangeEventArgs) void
Runs when another players/mob jump state has changed. If true, then we need to tell the physics system to make this character jump on our screen.
LateUpdate() void
MobFacingHandler(object, ObjectPropertyChangeEventArgs) void
OnObjectPropertyChange(string, AtavismObjectNode) void
Invoke object property change events
PlayerSpeedHandler(object, ObjectPropertyChangeEventArgs) void
Runs when the movement speed property is changed for a mob/player. If it is the player who is running this client then we need to set their movement speed in the inputHandler.
RegisterObjectPropertyChangeHandler(string, ObjectPropertyChangeEventHandler) void
RemoveObject(long) void
RemoveObjectNode(long) void
RemoveObjectPropertyChangeHandler(string, ObjectPropertyChangeEventHandler) void
RequestShutdown(string) void
RotatingHandler(object, ObjectPropertyChangeEventArgs) void
SendDirectionMessage(AtavismPlayer, float) void
SendDirLocOrientMessage(AtavismPlayer, float) void
SendFallEnded() void
SendFallStarted() void
SendHeartBeatMessage() void
SendJumpStarted() void
Called by the Physics System when the player has told their character to jump. Sends a message out to the server so all players nearby will see them jump.
SendOrientationMessage(AtavismPlayer, float) void
SendPlayerData(object, Timers.ElapsedEventArgs) void
SendPlayerRotationDiration(float) void
Called by the Physics System when the player has told their character to jump. Sends a message out to the server so all players nearby will see them jump.
SetGameObject(AtavismObjectNode, string, string, Vector3, Quaternion) GameObject
Update() void