* Added Client.Self.SignaledAnimations that holds the current agent animations, uses the new SafeDictionary * Added Client.Self.OnAnimationsChanged, triggered whenever the agent animation state changes. You can compare the values against animations in the Animations class to test for states like walking, running, falling, etc. * Fixed the jump command, added crouch and fly commands git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1501 52acb1d6-8a22-11de-b505-999d5b087335
97 lines
3.2 KiB
C#
97 lines
3.2 KiB
C#
/*
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* Copyright (c) 2007, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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namespace libsecondlife
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{
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public class SafeDictionary<TKey, TValue>
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{
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internal Dictionary<TKey, TValue> Dictionary;
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public int Count { get { return Dictionary.Count; } }
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public SafeDictionary()
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{
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Dictionary = new Dictionary<TKey, TValue>();
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}
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public SafeDictionary(IDictionary<TKey, TValue> dictionary)
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{
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Dictionary = new Dictionary<TKey, TValue>(dictionary);
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}
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public SafeDictionary(int capacity)
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{
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Dictionary = new Dictionary<TKey, TValue>(capacity);
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}
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public bool TryGetValue(TKey key, out TValue value)
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{
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return Dictionary.TryGetValue(key, out value);
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}
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public TValue Find(Predicate<TValue> match)
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{
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lock (Dictionary)
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{
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foreach (TValue value in Dictionary.Values)
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{
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if (match(value))
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return value;
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}
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}
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return default(TValue);
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}
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public List<TValue> FindAll(Predicate<TValue> match)
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{
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List<TValue> found = new List<TValue>();
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lock (Dictionary)
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{
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foreach (KeyValuePair<TKey, TValue> kvp in Dictionary)
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{
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if (match(kvp.Value))
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found.Add(kvp.Value);
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}
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}
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return found;
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}
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public void ForEach(Action<TValue> action)
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{
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lock (Dictionary)
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{
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foreach (TValue value in Dictionary.Values)
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{
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action(value);
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}
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}
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}
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}
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}
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