AdjustTimestamp(long) |
void |
Update the time offset.
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ClearWorld() |
void |
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DelayPlayerMove() |
void |
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Disconnected() |
void |
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EnterWorld() |
void |
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FallingHandler(object, object, bool) |
void |
Called by the Physics System when a mobs (or players) falling state has changed.
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FollowTerrainHandler(object, ObjectPropertyChangeEventArgs) |
void |
Runs when the follow terrain property is changed for a mob/player.
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GetMobNodes() |
List<AtavismMobNode> |
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GetObjectNode(long) |
AtavismObjectNode |
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GetObjectNode(OID) |
AtavismObjectNode |
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GetObjectNode(string) |
AtavismObjectNode |
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GetObjectNodeNames() |
List<string> |
Returns a list of all ObjectNode names. This is used by scripting.
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GetObjectOidList() |
List<long> |
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GetObjectStub(long) |
AtavismWorldManager.ObjectStub |
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HandleDirection(BaseWorldMessage) |
void |
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HandleDirLocOrient(BaseMessage) |
void |
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HandleFreeObject(BaseWorldMessage) |
void |
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HandleInvokeEffect(BaseWorldMessage) |
void |
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HandleLogout(BaseWorldMessage) |
void |
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HandleMobPath(BaseWorldMessage) |
void |
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HandleModelInfo(BaseWorldMessage) |
void |
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HandleNewObject(BaseWorldMessage) |
void |
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HandleOrientation(BaseWorldMessage) |
void |
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HandleTerrainConfig(BaseWorldMessage) |
void |
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HandleWorldAccessResponse(BaseWorldMessage) |
void |
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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.
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InputControllerActivated(AtavismInputController) |
void |
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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.
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LateUpdate() |
void |
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MobFacingHandler(object, ObjectPropertyChangeEventArgs) |
void |
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OnObjectPropertyChange(string, AtavismObjectNode) |
void |
Invoke object property change events
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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.
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RegisterObjectPropertyChangeHandler(string, ObjectPropertyChangeEventHandler) |
void |
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RemoveObject(long) |
void |
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RemoveObjectNode(long) |
void |
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RemoveObjectPropertyChangeHandler(string, ObjectPropertyChangeEventHandler) |
void |
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RequestShutdown(string) |
void |
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RotatingHandler(object, ObjectPropertyChangeEventArgs) |
void |
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SendDirectionMessage(AtavismPlayer, float) |
void |
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SendDirLocOrientMessage(AtavismPlayer, float) |
void |
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SendFallEnded() |
void |
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SendFallStarted() |
void |
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SendHeartBeatMessage() |
void |
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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.
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SendOrientationMessage(AtavismPlayer, float) |
void |
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SendPlayerData(object, Timers.ElapsedEventArgs) |
void |
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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.
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SetGameObject(AtavismObjectNode, string, string, Vector3, Quaternion) |
GameObject |
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Update() |
void |
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