Some refactoring of code. and some cleanups
This commit is contained in:
@@ -25,6 +25,17 @@ namespace Game.Entities
|
||||
{
|
||||
public class CinematicManager : IDisposable
|
||||
{
|
||||
// Remote location information
|
||||
Player player;
|
||||
|
||||
public uint m_cinematicDiff;
|
||||
public uint m_lastCinematicCheck;
|
||||
public uint m_activeCinematicCameraId;
|
||||
public uint m_cinematicLength;
|
||||
List<FlyByCamera> m_cinematicCamera;
|
||||
Position m_remoteSightPosition;
|
||||
TempSummon m_CinematicObject;
|
||||
|
||||
public CinematicManager(Player playerref)
|
||||
{
|
||||
player = playerref;
|
||||
@@ -67,7 +78,7 @@ namespace Game.Entities
|
||||
m_CinematicObject = player.SummonCreature(1, pos.posX, pos.posY, pos.posZ, 0.0f, TempSummonType.TimedDespawn, 5 * Time.Minute * Time.InMilliseconds);
|
||||
if (m_CinematicObject)
|
||||
{
|
||||
m_CinematicObject.setActive(true);
|
||||
m_CinematicObject.SetActive(true);
|
||||
player.SetViewpoint(m_CinematicObject, true);
|
||||
}
|
||||
|
||||
@@ -177,16 +188,5 @@ namespace Game.Entities
|
||||
uint GetActiveCinematicCamera() { return m_activeCinematicCameraId; }
|
||||
public void SetActiveCinematicCamera(uint cinematicCameraId = 0) { m_activeCinematicCameraId = cinematicCameraId; }
|
||||
public bool IsOnCinematic() { return (m_cinematicCamera != null); }
|
||||
|
||||
// Remote location information
|
||||
Player player;
|
||||
|
||||
public uint m_cinematicDiff;
|
||||
public uint m_lastCinematicCheck;
|
||||
public uint m_activeCinematicCameraId;
|
||||
public uint m_cinematicLength;
|
||||
List<FlyByCamera> m_cinematicCamera;
|
||||
Position m_remoteSightPosition;
|
||||
TempSummon m_CinematicObject;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user