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C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.Add方法代码示例

本文整理汇总了C#中Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.Add方法的典型用法代码示例。如果您正苦于以下问题:C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.Add方法的具体用法?C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.Add怎么用?C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.Add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list的用法示例。


在下文中一共展示了Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.Add方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: llGetParcelDetails

        public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");

            IParcelManagementModule parcelManagement = World.RequestModuleInterface<IParcelManagementModule>();
            LSL_List ret = new LSL_List();
            if (parcelManagement != null)
            {
                LandData land = parcelManagement.GetLandObject((float)pos.x, (float)pos.y).LandData;
                if (land == null)
                {
                    return new LSL_List(0);
                }
                foreach (object o in param.Data)
                {
                    switch (o.ToString())
                    {
                        case "0":
                            ret.Add (new LSL_String (land.Name));
                            break;
                        case "1":
                            ret.Add (new LSL_String (land.Description));
                            break;
                        case "2":
                            ret.Add (new LSL_Key (land.OwnerID.ToString ()));
                            break;
                        case "3":
                            ret.Add (new LSL_Key (land.GroupID.ToString ()));
                            break;
                        case "4":
                            ret.Add(new LSL_Integer(land.Area));
                            break;
                        case "5":
                            //Returning the InfoUUID so that we can use this for landmarks outside of this region
                            // http://wiki.secondlife.com/wiki/PARCEL_DETAILS_ID
                            ret.Add (new LSL_Key (land.InfoUUID.ToString ()));
                            break;
                        default:
                            ret.Add (new LSL_Integer (0));
                            break;
                    }
                }
            }
            return ret;
        }
开发者ID:RevolutionSmythe,项目名称:Aurora-Sim,代码行数:45,代码来源:LSL_Api.cs

示例2: GetLinkPrimitiveParams

        public LSL_List GetLinkPrimitiveParams(SceneObjectPart part, LSL_List rules)
        {
            LSL_List res = new LSL_List();
            int idx = 0;
            while (idx < rules.Length)
            {
                int code = (int)rules.GetLSLIntegerItem(idx++);
                int remain = rules.Length - idx;
                Primitive.TextureEntry tex = part.Shape.Textures;
                int face = 0;
                if (idx < rules.Length)
                    face = (int)rules.GetLSLIntegerItem(idx++);

                Primitive.TextureEntryFace texFace = tex.GetFace((uint)face);

                if (code == (int)ScriptBaseClass.PRIM_NAME)
                {
                    res.Add(new LSL_Integer(part.Name));
                }

                if (code == (int)ScriptBaseClass.PRIM_DESC)
                {
                    res.Add(new LSL_Integer(part.Description));
                }

                if (code == (int)ScriptBaseClass.PRIM_MATERIAL)
                {
                    res.Add(new LSL_Integer(part.Material));
                }

                if (code == (int)ScriptBaseClass.PRIM_PHYSICS)
                {
                    if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) != 0)
                        res.Add(new LSL_Integer(1));
                    else
                        res.Add(new LSL_Integer(0));
                }

                if (code == (int)ScriptBaseClass.PRIM_TEMP_ON_REZ)
                {
                    if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) != 0)
                        res.Add(new LSL_Integer(1));
                    else
                        res.Add(new LSL_Integer(0));
                }

                if (code == (int)ScriptBaseClass.PRIM_PHANTOM)
                {
                    if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
                        res.Add(new LSL_Integer(1));
                    else
                        res.Add(new LSL_Integer(0));
                }

                if (code == (int)ScriptBaseClass.PRIM_POSITION)
                {
                    Vector3 tmp = part.AbsolutePosition;
                    LSL_Vector v = new LSL_Vector(tmp.X,
                                                  tmp.Y,
                                                  tmp.Z);
                    // For some reason, the part.AbsolutePosition.* values do not change if the
                    // linkset is rotated; they always reflect the child prim's world position
                    // as though the linkset is unrotated. This is incompatible behavior with SL's
                    // implementation, so will break scripts imported from there (not to mention it
                    // makes it more difficult to determine a child prim's actual inworld position).
                    if (part.ParentID != 0)
                        {
                        LSL_Rotation rtmp = llGetRootRotation();
                        LSL_Vector rpos = llGetRootPosition();
                        v = ((v - rpos) * rtmp) + rpos;
                        }
                    res.Add(v);
                }

                if (code == (int)ScriptBaseClass.PRIM_SIZE)
                {
                    Vector3 tmp = part.Scale;
                    res.Add(new LSL_Vector(tmp.X,
                                                  tmp.Y,
                                                  tmp.Z));
                }

                if (code == (int)ScriptBaseClass.PRIM_ROTATION)
                {
                    res.Add(GetPartRot(part));
                }

                if (code == (int)ScriptBaseClass.PRIM_TYPE)
                {
                    // implementing box
                    PrimitiveBaseShape Shape = part.Shape;
                    int primType = (int)part.GetPrimType();
                    res.Add(new LSL_Integer(primType));
                    double topshearx = (double)(sbyte)Shape.PathShearX / 100.0; // Fix negative values for PathShearX
                    double topsheary = (double)(sbyte)Shape.PathShearY / 100.0; // and PathShearY.
                    if (primType == ScriptBaseClass.PRIM_TYPE_BOX ||
                         ScriptBaseClass.PRIM_TYPE_CYLINDER ||
                         ScriptBaseClass.PRIM_TYPE_PRISM)
                    {
                        res.Add(new LSL_Integer(Shape.ProfileCurve));
//.........这里部分代码省略.........
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:101,代码来源:LSL_Api.cs

示例3: aaDeserializeXMLValues

 public LSL_List aaDeserializeXMLValues(LSL_String xmlFile)
 {
     if (
         !ScriptProtection.CheckThreatLevel(ThreatLevel.Moderate, "AADeserializeXMLValues", m_host, "AA",
                                            m_itemID)) return new LSL_List();
     XmlDocument doc = new XmlDocument();
     doc.LoadXml(xmlFile.m_string);
     XmlNodeList children = doc.ChildNodes;
     LSL_List values = new LSL_List();
     foreach (XmlNode node in children)
     {
         values.Add(node.InnerText);
     }
     return values;
 }
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:15,代码来源:AA_API.cs

示例4: llListRandomize

        ///  <summary>
        ///  Randomizes the list, be arbitrarily reordering
        ///  sublists of stride elements. As the stride approaches
        ///  the size of the list, the options become very
        ///  limited.
        ///  </summary>
        ///  <remarks>
        ///  This could take a while for very large list
        ///  sizes.
        ///  </remarks>

        public LSL_List llListRandomize(LSL_List src, int stride)
        {
            LSL_List result;
            Random rand           = new Random();

            int   chunkk;
            int[] chunks;

            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            

            if (stride <= 0)
            {
                stride = 1;
            }

            // Stride MUST be a factor of the list length
            // If not, then return the src list. This also
            // traps those cases where stride > length.

            if (src.Length != stride && src.Length%stride == 0)
            {
                chunkk = src.Length/stride;

                chunks = new int[chunkk];

                for (int i = 0; i < chunkk; i++)
                    chunks[i] = i;

                // Knuth shuffle the chunkk index
                for (int i = chunkk - 1; i >= 1; i--)
                {
                    // Elect an unrandomized chunk to swap
                    int index = rand.Next(i + 1);
                    int tmp;

                    // and swap position with first unrandomized chunk
                    tmp = chunks[i];
                    chunks[i] = chunks[index];
                    chunks[index] = tmp;
                }

                // Construct the randomized list

                result = new LSL_List();

                for (int i = 0; i < chunkk; i++)
                {
                    for (int j = 0; j < stride; j++)
                    {
                        result.Add(src.Data[chunks[i]*stride+j]);
                    }
                }
            }
            else {
                object[] array = new object[src.Length];
                Array.Copy(src.Data, 0, array, 0, src.Length);
                result = new LSL_List(array);
            }

            return result;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:73,代码来源:LSL_Api.cs

示例5: llGetAnimationList

        public LSL_List llGetAnimationList(string id)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            

            LSL_List l = new LSL_List();
            ScenePresence av = World.GetScenePresence((UUID)id);
            if (av == null || av.IsChildAgent) // only if in the region
                return l;
            UUID[] anims;
            anims = av.Animator.GetAnimationArray();
            foreach (UUID foo in anims)
                l.Add(foo.ToString());
            return l;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:15,代码来源:LSL_Api.cs

示例6: GetPrimMediaParams

        private LSL_List GetPrimMediaParams(int face, LSL_List rules)
        {
            IMoapModule module = World.RequestModuleInterface<IMoapModule>();
            if (null == module)
                throw new Exception("Media on a prim functions not available");

            MediaEntry me = module.GetMediaEntry(m_host, face);

            // As per http://wiki.secondlife.com/wiki/LlGetPrimMediaParams
            if (null == me)
                return new LSL_List();

            LSL_List res = new LSL_List();

            for (int i = 0; i < rules.Length; i++)
            {
                int code = (int)rules.GetLSLIntegerItem(i);

                if (code == ScriptBaseClass.PRIM_MEDIA_ALT_IMAGE_ENABLE)
                {
                    // Not implemented
                    res.Add(new LSL_Integer(0));
                }

                else if (code == ScriptBaseClass.PRIM_MEDIA_CONTROLS)
                {
                    if (me.Controls == MediaControls.Standard)
                        res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_STANDARD));
                    else
                        res.Add(new LSL_Integer(ScriptBaseClass.PRIM_MEDIA_CONTROLS_MINI));
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_CURRENT_URL)
                {
                    res.Add(new LSL_String(me.CurrentURL));
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_HOME_URL)
                {
                    res.Add(new LSL_String(me.HomeURL));
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_AUTO_LOOP)
                {
                    res.Add(me.AutoLoop ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_AUTO_PLAY)
                {
                    res.Add(me.AutoPlay ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_AUTO_SCALE)
                {
                    res.Add(me.AutoScale ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_AUTO_ZOOM)
                {
                    res.Add(me.AutoZoom ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_FIRST_CLICK_INTERACT)
                {
                    res.Add(me.InteractOnFirstClick ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_WIDTH_PIXELS)
                {
                    res.Add(new LSL_Integer(me.Width));
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_HEIGHT_PIXELS)
                {
                    res.Add(new LSL_Integer(me.Height));
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_WHITELIST_ENABLE)
                {
                    res.Add(me.EnableWhiteList ? ScriptBaseClass.TRUE : ScriptBaseClass.FALSE);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_WHITELIST)
                {
                    string[] urls = (string[])me.WhiteList.Clone();

                    for (int j = 0; j < urls.Length; j++)
                        urls[j] = Uri.EscapeDataString(urls[j]);

                    res.Add(new LSL_String(string.Join(", ", urls)));
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_PERMS_INTERACT)
                {
                    res.Add(new LSL_Integer((int)me.InteractPermissions));
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_PERMS_CONTROL)
                {
                    res.Add(new LSL_Integer((int)me.ControlPermissions));
                }
            }

            return res;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:92,代码来源:LSL_Api.cs

示例7: llGetObjectDetails

        public LSL_List llGetObjectDetails(string id, LSL_List args)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            
            LSL_List ret = new LSL_List();
            UUID key = new UUID();
            if (UUID.TryParse(id, out key))
            {
                ScenePresence av = World.GetScenePresence(key);

                if (av != null)
                {
                    foreach (object o in args.Data)
                    {
                        if ((LSL_Integer)o == ScriptBaseClass.OBJECT_NAME)
                        {
                            ret.Add(av.Firstname + " " + av.Lastname);
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_DESC)
                        {
                            ret.Add("");
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_POS)
                        {
                            Vector3 tmp = av.AbsolutePosition;
                            ret.Add(new LSL_Vector((double)tmp.X, (double)tmp.Y, (double)tmp.Z));
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_ROT)
                        {
                            Quaternion rtmp = av.Rotation;
                            ret.Add(new LSL_Rotation((double)rtmp.X, (double)rtmp.Y, (double)rtmp.Z, (double)rtmp.W));
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_VELOCITY)
                        {
                            Vector3 tmp = av.Velocity;
                            ret.Add(new LSL_Vector(tmp.X, tmp.Y, tmp.Z));
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_OWNER)
                        {
                            ret.Add(id);
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_GROUP)
                        {
                            ret.Add(UUID.Zero.ToString());
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_CREATOR)
                        {
                            ret.Add(UUID.Zero.ToString());
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_RUNNING_SCRIPT_COUNT)
                        {
                            IScriptModule[] modules = World.RequestModuleInterfaces<IScriptModule>();
                            int activeScripts = 0;
                            foreach (IScriptModule module in modules)
                            {
                                activeScripts += module.GetActiveScripts(av);
                            }
                            ret.Add(activeScripts);
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_TOTAL_SCRIPT_COUNT)
                        {
                            IScriptModule[] modules = World.RequestModuleInterfaces<IScriptModule>();
                            int totalScripts = 0;
                            foreach (IScriptModule module in modules)
                            {
                                totalScripts += module.GetTotalScripts(av);
                            }
                            ret.Add(totalScripts);
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_SCRIPT_MEMORY)
                        {
                            ret.Add(0);
                        }
                    }
                    return ret;
                }
                SceneObjectPart obj = World.GetSceneObjectPart(key);
                if (obj != null)
                {
                    foreach (object o in args.Data)
                    {
                        if ((LSL_Integer)o == ScriptBaseClass.OBJECT_NAME)
                        {
                            ret.Add(obj.Name);
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_DESC)
                        {
                            ret.Add(obj.Description);
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_POS)
                        {
                            Vector3 tmp = obj.AbsolutePosition;
                            ret.Add(new LSL_Vector(tmp.X, tmp.Y, tmp.Z));
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_ROT)
                        {
                            Quaternion rtmp = obj.RotationOffset;
                            ret.Add(new LSL_Rotation(rtmp.X, rtmp.Y, rtmp.Z, rtmp.W));
                        }
                        else if ((LSL_Integer)o == ScriptBaseClass.OBJECT_VELOCITY)
//.........这里部分代码省略.........
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:101,代码来源:LSL_Api.cs

示例8: llCastRay

        public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_List();

            LSL_List list = new LSL_List();

            Vector3 rayStart = start.ToVector3();
            Vector3 rayEnd = end.ToVector3();
            Vector3 dir = rayEnd - rayStart;

            float dist = Vector3.Mag(dir);

            int count = 1;
            bool detectPhantom = false;
            int dataFlags = 0;
            int rejectTypes = 0;

            for (int i = 0; i < options.Length; i += 2)
            {
                if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
                    count = options.GetLSLIntegerItem(i + 1);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
                    detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
                    dataFlags = options.GetLSLIntegerItem(i + 1);
                else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
                    rejectTypes = options.GetLSLIntegerItem(i + 1);
            }

            if (count > 16)
                count = 16;

            List<ContactResult> results = new List<ContactResult>();

            bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
            bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
            bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
            bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);


            if (checkAgents)
            {
                ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
                foreach (ContactResult r in agentHits)
                    results.Add(r);
            }

            if (checkPhysical || checkNonPhysical || detectPhantom)
            {
                ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
                for (int iter = 0; iter < objectHits.Length; iter++)
                {
                    // Redistance the Depth because the Scene RayCaster returns distance from center to make the rezzing code simpler.
                    objectHits[iter].Depth = Vector3.Distance(objectHits[iter].Pos, rayStart);
                    results.Add(objectHits[iter]);
                }
            }

            if (checkTerrain)
            {
                ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
                if (groundContact != null)
                    results.Add((ContactResult)groundContact);
            }

            results.Sort(delegate(ContactResult a, ContactResult b)
            {
                return a.Depth.CompareTo(b.Depth);
            });

            int values = 0;
            ISceneEntity thisgrp = m_host.ParentEntity;

            foreach (ContactResult result in results)
            {
                if (result.Depth > dist)
                    continue;

                // physics ray can return colisions with host prim
                if (m_host.LocalId == result.ConsumerID)
                    continue;

                UUID itemID = UUID.Zero;
                int linkNum = 0;

                ISceneChildEntity part = World.GetSceneObjectPart(result.ConsumerID);
                // It's a prim!
                if (part != null)
                {
                    // dont detect members of same object ???
                    if (part.ParentEntity == thisgrp)
                        continue;

                    if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
                        itemID = part.ParentEntity.UUID;
                    else
                        itemID = part.UUID;

                    linkNum = part.LinkNum;
//.........这里部分代码省略.........
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:101,代码来源:LSL_Api.cs

示例9: llGetAgentList

        /// <summary>
        ///     http://wiki.secondlife.com/wiki/LlGetAgentList
        ///     The list of options is currently not used in SL
        ///     scope is one of:-
        ///     AGENT_LIST_REGION - all in the region
        ///     AGENT_LIST_PARCEL - all in the same parcel as the scripted object
        ///     AGENT_LIST_PARCEL_OWNER - all in any parcel owned by the owner of the
        ///     current parcel.
        /// </summary>
        public LSL_List llGetAgentList(LSL_Integer scope, LSL_List options)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_List();

            // the constants are 1, 2 and 4 so bits are being set, but you
            // get an error "INVALID_SCOPE" if it is anything but 1, 2 and 4
            bool regionWide = scope == ScriptBaseClass.AGENT_LIST_REGION;
            bool parcelOwned = scope == ScriptBaseClass.AGENT_LIST_PARCEL_OWNER;
            bool parcel = scope == ScriptBaseClass.AGENT_LIST_PARCEL;
            LSL_List result = new LSL_List();

            if (!regionWide && !parcelOwned && !parcel)
            {
                result.Add("INVALID_SCOPE");
                return result;
            }

            Vector3 pos;
            UUID id = UUID.Zero;

            if (parcel || parcelOwned)
            {
                pos = m_host.GetWorldPosition();
                IParcelManagementModule parcelManagement = World.RequestModuleInterface<IParcelManagementModule>();
                ILandObject land = parcelManagement.GetLandObject(pos.X, pos.Y);
                if (land == null)
                {
                    id = UUID.Zero;
                }
                else
                {
                    if (parcelOwned)
                    {
                        id = land.LandData.OwnerID;
                    }
                    else
                    {
                        id = land.LandData.GlobalID;
                    }
                }
            }

            World.ForEachScenePresence(delegate(IScenePresence ssp)
                                           {
                                               // Gods are not listed in SL

                                               if (!ssp.IsDeleted && ssp.GodLevel == 0.0 && !ssp.IsChildAgent)
                                               {
                                                   if (!regionWide)
                                                   {
                                                       pos = ssp.AbsolutePosition;
                                                       IParcelManagementModule parcelManagement =
                                                           World.RequestModuleInterface<IParcelManagementModule>();
                                                       ILandObject land = parcelManagement.GetLandObject(pos.X, pos.Y);
                                                       if (land != null)
                                                       {
                                                           if (parcelOwned && land.LandData.OwnerID == id ||
                                                               parcel && land.LandData.GlobalID == id)
                                                           {
                                                               result.Add(ssp.UUID.ToString());
                                                           }
                                                       }
                                                   }
                                                   else
                                                   {
                                                       result.Add(ssp.UUID.ToString());
                                                   }
                                               }

                                               // Maximum of 100 results
                                               if (result.Length > 99)
                                               {
                                                   return;
                                               }
                                           });
            return result;
        }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:87,代码来源:LSL_Api.cs

示例10: llGetObjectDetails

        public LSL_List llGetObjectDetails(string id, LSL_List args)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
            
            LSL_List ret = new LSL_List();
            UUID key = new UUID();
            if (UUID.TryParse(id, out key))
            {
                ScenePresence av = World.GetScenePresence(key);

                if (av != null)
                {
                    foreach (object o in args.Data)
                    {
                        switch (o.ToString())
                        {
                            case "1":
                                ret.Add(av.Firstname + " " + av.Lastname);
                                break;
                            case "2":
                                ret.Add("");
                                break;
                            case "3":
                                ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z));
                                break;
                            case "4":
                                ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W));
                                break;
                            case "5":
                                ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z));
                                break;
                            case "6":
                                ret.Add(id);
                                break;
                            case "7":
                                ret.Add(UUID.Zero.ToString());
                                break;
                            case "8":
                                ret.Add(UUID.Zero.ToString());
                                break;
                        }
                    }
                    return ret;
                }
                SceneObjectPart obj = World.GetSceneObjectPart(key);
                if (obj != null)
                {
                    foreach (object o in args.Data)
                    {
                        switch (o.ToString())
                        {
                            case "1":
                                ret.Add(obj.Name);
                                break;
                            case "2":
                                ret.Add(obj.Description);
                                break;
                            case "3":
                                ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z));
                                break;
                            case "4":
                                ret.Add(new LSL_Rotation(obj.RotationOffset.X, obj.RotationOffset.Y, obj.RotationOffset.Z, obj.RotationOffset.W));
                                break;
                            case "5":
                                ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z));
                                break;
                            case "6":
                                ret.Add(obj.OwnerID.ToString());
                                break;
                            case "7":
                                ret.Add(obj.GroupID.ToString());
                                break;
                            case "8":
                                ret.Add(obj.CreatorID.ToString());
                                break;
                        }
                    }
                    return ret;
                }
            }
            return new LSL_List();
        }
开发者ID:WordfromtheWise,项目名称:Aurora,代码行数:82,代码来源:LSL_Api.cs

示例11: llGetObjectDetails

        public LSL_List llGetObjectDetails(string id, LSL_List args)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_List();

            LSL_List ret = new LSL_List();
            UUID key = new UUID();
            if (UUID.TryParse(id, out key))
            {
                IScenePresence av = World.GetScenePresence(key);

                if (av != null)
                {
                    foreach (object o in args.Data)
                    {
                        if ((LSL_Integer) o == ScriptBaseClass.OBJECT_NAME)
                        {
                            ret.Add(new LSL_String(av.Name));
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_DESC)
                        {
                            ret.Add(new LSL_String(""));
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_POS)
                        {
                            Vector3 tmp = av.AbsolutePosition;
                            ret.Add(new LSL_Vector(tmp.X, tmp.Y, tmp.Z));
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_ROT)
                        {
                            Quaternion rtmp = av.Rotation;
                            ret.Add(new LSL_Rotation(rtmp.X, rtmp.Y, rtmp.Z, rtmp.W));
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_VELOCITY)
                        {
                            Vector3 tmp = av.Velocity;
                            ret.Add(new LSL_Vector(tmp.X, tmp.Y, tmp.Z));
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_OWNER)
                        {
                            ret.Add(id);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_GROUP)
                        {
                            ret.Add(UUID.Zero.ToString());
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_CREATOR)
                        {
                            ret.Add(UUID.Zero.ToString());
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_RUNNING_SCRIPT_COUNT)
                        {
                            IScriptModule[] modules = World.RequestModuleInterfaces<IScriptModule>();
                            int activeScripts = modules.Sum(mod => mod.GetActiveScripts(av));
                            ret.Add(activeScripts);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_TOTAL_SCRIPT_COUNT)
                        {
                            IScriptModule[] modules = World.RequestModuleInterfaces<IScriptModule>();
                            int totalScripts = modules.Sum(mod => mod.GetTotalScripts(av));
                            ret.Add(totalScripts);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_SCRIPT_MEMORY)
                        {
                            ret.Add(0);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_SCRIPT_TIME)
                        {
                            IScriptModule[] modules = World.RequestModuleInterfaces<IScriptModule>();
                            int scriptTime = modules.Sum(mod => mod.GetScriptTime(m_itemID));
                            ret.Add(scriptTime);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE)
                        {
                            ret.Add(0);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_SERVER_COST)
                        {
                            ret.Add(0);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_STREAMING_COST)
                        {
                            ret.Add(0);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_PHYSICS_COST)
                        {
                            ret.Add(0);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_CHARACTER_TIME)
                        {
                            ret.Add(0);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_ROOT)
                        {
                            ret.Add(av.Sitting ? av.SittingOnUUID : av.UUID);
                        }
                        else if ((LSL_Integer) o == ScriptBaseClass.OBJECT_ATTACHED_POINT)
                        {
                            ret.Add(0);
                        }
//.........这里部分代码省略.........
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:101,代码来源:LSL_Api.cs

示例12: llGetParcelPrimOwners

 public LSL_List llGetParcelPrimOwners(LSL_Vector pos)
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL");
     
     LandObject land = (LandObject)World.LandChannel.GetLandObject((float)pos.x, (float)pos.y);
     LSL_List ret = new LSL_List();
     if (land != null)
     {
         foreach (KeyValuePair<UUID, int> detectedParams in land.GetLandObjectOwners())
         {
             ret.Add(detectedParams.Key.ToString());
             ret.Add(detectedParams.Value);
         }
     }
     ScriptSleep(2000);
     return ret;
 }
开发者ID:WordfromtheWise,项目名称:Aurora,代码行数:17,代码来源:LSL_Api.cs

示例13: osGetAvatarList

 /// <summary>
 /// Like osGetAgents but returns enough info for a radar
 /// </summary>
 /// <returns>Strided list of the UUID, position and name of each avatar in the region</returns>
 public LSL_List osGetAvatarList()
 {
     ScriptProtection.CheckThreatLevel(ThreatLevel.None, "osGetAvatarList", m_host, "OSSL");
     
     LSL_List result = new LSL_List();
     World.ForEachScenePresence(delegate (ScenePresence avatar)
     {
         if (avatar != null && avatar.UUID != m_host.OwnerID)
         {
             if (!avatar.IsChildAgent)
             {
                 result.Add(avatar.UUID);
                 result.Add(avatar.AbsolutePosition);
                 result.Add(avatar.Name);
             }
         }
     });
     return result;
 }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:23,代码来源:OSSL_Api.cs

示例14: ParseJsonNode

 private object ParseJsonNode(OSD node)
 {
     if (node.Type == OSDType.Integer)
         return new LSL_Integer(node.AsInteger());
     if (node.Type == OSDType.Boolean)
         return new LSL_Integer(node.AsBoolean() ? 1 : 0);
     if (node.Type == OSDType.Real)
         return new LSL_Float(node.AsReal());
     if (node.Type == OSDType.UUID || node.Type == OSDType.String)
         return new LSL_String(node.AsString());
     if (node.Type == OSDType.Array)
     {
         LSL_List resp = new LSL_List();
         OSDArray ar = node as OSDArray;
         foreach (OSD o in ar)
             resp.Add(ParseJsonNode(o));
         return resp;
     }
     if (node.Type == OSDType.Map)
     {
         LSL_List resp = new LSL_List();
         OSDMap ar = node as OSDMap;
         foreach (KeyValuePair<string, OSD> o in ar)
         {
             resp.Add(new LSL_String(o.Key));
             resp.Add(ParseJsonNode(o.Value));
         }
         return resp;
     }
     throw new Exception(ScriptBaseClass.JSON_INVALID);
 }
开发者ID:KSLcom,项目名称:Aurora-Sim,代码行数:31,代码来源:LSL_Api.cs

示例15: botGetBotsWithTag

        public LSL_List botGetBotsWithTag (string tag)
        {
            ScriptProtection.CheckThreatLevel (ThreatLevel.Moderate, "botGetBotsWithTag", m_host, "bot");
            IBotManager manager = World.RequestModuleInterface<IBotManager> ();
            List<UUID> bots = new List<UUID> ();
            if (manager != null)
                bots = manager.GetBotsWithTag (tag);
            LSL_List b = new LSL_List ();
            foreach(UUID bot in bots)
                b.Add(bot.ToString());

            return b;
        }
开发者ID:RevolutionSmythe,项目名称:Aurora-Sim,代码行数:13,代码来源:Bot_API.cs


注:本文中的Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.Add方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。