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

本文整理汇总了C#中Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetLSLStringItem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.GetLSLStringItem方法的具体用法?C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetLSLStringItem怎么用?C# Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetLSLStringItem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.GetLSLStringItem方法的10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: aaSerializeXML

 public LSL_String aaSerializeXML(LSL_List keys, LSL_List values)
 {
     if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Moderate, "AASerializeXML", m_host, "AA", m_itemID))
         return new LSL_String();
     XmlDocument doc = new XmlDocument();
     for (int i = 0; i < keys.Length; i++)
     {
         string key = keys.GetLSLStringItem(i);
         string value = values.GetLSLStringItem(i);
         XmlNode node = doc.CreateNode(XmlNodeType.Element, key, "");
         node.InnerText = value;
         doc.AppendChild(node);
     }
     return new LSL_String(doc.OuterXml);
 }
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2: SetParticleSystem


//.........这里部分代码省略.........
                    {
                        tempv = rules.GetVector3Item(i + 1);
                        prules.PartAcceleration.X = (float)tempv.x;
                        prules.PartAcceleration.Y = (float)tempv.y;
                        prules.PartAcceleration.Z = (float)tempv.z;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_PATTERN)
                    {
                        int tmpi = (int)rules.GetLSLIntegerItem(i + 1);
                        prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
                    }

                    // PSYS_SRC_INNERANGLE and PSYS_SRC_ANGLE_BEGIN use the same variables. The
                    // PSYS_SRC_OUTERANGLE and PSYS_SRC_ANGLE_END also use the same variable. The
                    // client tells the difference between the two by looking at the 0x02 bit in
                    // the PartFlags variable.
                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_INNERANGLE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.InnerAngle = (float)tempf;
                        prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.OuterAngle = (float)tempf;
                        prules.PartFlags &= 0xFFFFFFFD; // Make sure new angle format is off.
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_TEXTURE)
                    {
                        prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1));
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_RATE)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.BurstRate = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_PART_COUNT)
                    {
                        prules.BurstPartCount = (byte)(int)rules.GetLSLIntegerItem(i + 1);
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_RADIUS)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.BurstRadius = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_SPEED_MIN)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.BurstSpeedMin = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_BURST_SPEED_MAX)
                    {
                        tempf = (float)rules.GetLSLFloatItem(i + 1);
                        prules.BurstSpeedMax = (float)tempf;
                    }

                    else if (rule == (int)ScriptBaseClass.PSYS_SRC_MAX_AGE)
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:67,代码来源:LSL_Api.cs

示例3: SetPrimParams


//.........这里部分代码省略.........
                }
                else if (code == (int)ScriptBaseClass.PRIM_FULLBRIGHT)
                {
                    if (remain < 2)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    face = rules.GetLSLIntegerItem(idx++);
                    bool st = rules.GetLSLIntegerItem(idx++);
                    SetFullBright((part as SceneObjectPart), face, st);
                }

                else if (code == (int)ScriptBaseClass.PRIM_MATERIAL)
                {
                    if (remain < 1)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    int mat = rules.GetLSLIntegerItem(idx++);
                    if (mat < 0 || mat > 7)
                        return;

                    (part as SceneObjectPart).Material = Convert.ToByte(mat);
                }
                else if (code == (int)ScriptBaseClass.PRIM_PHANTOM)
                {
                    if (remain < 1)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    string ph = rules.Data[idx++].ToString();
                    bool phantom;

                    if (ph.Equals("1"))
                        phantom = true;
                    else
                        phantom = false;

                    (part as SceneObjectPart).ScriptSetPhantomStatus(phantom);
                }
                else if (code == (int)ScriptBaseClass.PRIM_PHYSICS)
                {
                    if (remain < 1)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    string phy = rules.Data[idx++].ToString();
                    bool physics;

                    if (phy.Equals("1"))
                        physics = true;
                    else
                        physics = false;

                    (part as SceneObjectPart).ScriptSetPhysicsStatus(physics);
                }
                else if (code == (int)ScriptBaseClass.PRIM_TEMP_ON_REZ)
                {
                    if (remain < 1)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    string temp = rules.Data[idx++].ToString();
                    bool tempOnRez;

                    if (temp.Equals("1"))
                        tempOnRez = true;
                    else
                        tempOnRez = false;

                    (part as SceneObjectPart).ScriptSetTemporaryStatus(tempOnRez);
                }
                else if (code == (int)ScriptBaseClass.PRIM_TEXGEN)
                {
                    if (remain < 2)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    //face,type
                    face = rules.GetLSLIntegerItem(idx++);
                    int style = rules.GetLSLIntegerItem(idx++);
                    SetTexGen((part as SceneObjectPart), face, style);
                }
                else if (code == (int)ScriptBaseClass.PRIM_TEXT)
                {
                    if (remain < 3)
                        return;
                    if (!(part is SceneObjectPart))
                        return;
                    string primText = rules.GetLSLStringItem(idx++);
                    LSL_Vector primTextColor = rules.GetVector3Item(idx++);
                    LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
                    Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f),
                                  Util.Clip((float)primTextColor.y, 0.0f, 1.0f),
                                  Util.Clip((float)primTextColor.z, 0.0f, 1.0f));
                    (part as SceneObjectPart).SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f));

                }
            }
        }
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4: osDrawPolygon

        public string osDrawPolygon(string drawList, LSL_List x, LSL_List y)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "osDrawFilledPolygon", m_host, "OSSL", m_itemID))
                return "";

            if (x.Length != y.Length || x.Length < 3)
            {
                return new LSL_String("");
            }
            drawList += "Polygon " + x.GetLSLStringItem(0) + "," + y.GetLSLStringItem(0);
            for (int i = 1; i < x.Length; i++)
            {
                drawList += "," + x.GetLSLStringItem(i) + "," + y.GetLSLStringItem(i);
            }
            drawList += "; ";
            return new LSL_String(drawList);
        }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:17,代码来源:OSSL_Api.cs

示例5: SetPrimMediaParams

        public LSL_Integer SetPrimMediaParams(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);
            if (null == me)
                me = new MediaEntry();

            int i = 0;

            while (i < rules.Length - 1)
            {
                int code = rules.GetLSLIntegerItem(i++);

                if (code == ScriptBaseClass.PRIM_MEDIA_ALT_IMAGE_ENABLE)
                {
                    me.EnableAlterntiveImage = (rules.GetLSLIntegerItem(i++) != 0 ? true : false);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_CONTROLS)
                {
                    int v = rules.GetLSLIntegerItem(i++);
                    if (ScriptBaseClass.PRIM_MEDIA_CONTROLS_STANDARD == v)
                        me.Controls = MediaControls.Standard;
                    else
                        me.Controls = MediaControls.Mini;
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_CURRENT_URL)
                {
                    me.CurrentURL = rules.GetLSLStringItem(i++);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_HOME_URL)
                {
                    me.HomeURL = rules.GetLSLStringItem(i++);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_AUTO_LOOP)
                {
                    me.AutoLoop = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_AUTO_PLAY)
                {
                    me.AutoPlay = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_AUTO_SCALE)
                {
                    me.AutoScale = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_AUTO_ZOOM)
                {
                    me.AutoZoom = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_FIRST_CLICK_INTERACT)
                {
                    me.InteractOnFirstClick = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_WIDTH_PIXELS)
                {
                    me.Width = (int)rules.GetLSLIntegerItem(i++);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_HEIGHT_PIXELS)
                {
                    me.Height = (int)rules.GetLSLIntegerItem(i++);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_WHITELIST_ENABLE)
                {
                    me.EnableWhiteList = (ScriptBaseClass.TRUE == rules.GetLSLIntegerItem(i++) ? true : false);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_WHITELIST)
                {
                    string[] rawWhiteListUrls = rules.GetLSLStringItem(i++).ToString().Split(new char[] { ',' });
                    List<string> whiteListUrls = new List<string>();
                    Array.ForEach(
                        rawWhiteListUrls, delegate(string rawUrl) { whiteListUrls.Add(rawUrl.Trim()); });
                    me.WhiteList = whiteListUrls.ToArray();
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_PERMS_INTERACT)
                {
                    me.InteractPermissions = (MediaPermission)(byte)(int)rules.GetLSLIntegerItem(i++);
                }
                else if (code == ScriptBaseClass.PRIM_MEDIA_PERMS_CONTROL)
                {
                    me.ControlPermissions = (MediaPermission)(byte)(int)rules.GetLSLIntegerItem(i++);
                }
            }

            module.SetMediaEntry(m_host, face, me);

            return ScriptBaseClass.LSL_STATUS_OK;
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:90,代码来源:LSL_Api.cs

示例6: osSetParcelDetails

        public void osSetParcelDetails(LSL_Vector pos, LSL_List rules)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.High, "osSetParcelDetails", m_host, "OSSL", m_itemID))
                return;

            // Get a reference to the land data and make sure the owner of the script
            // can modify it

            IParcelManagementModule parcelManagement = World.RequestModuleInterface<IParcelManagementModule>();
            if (parcelManagement != null)
            {
                ILandObject startLandObject = parcelManagement.GetLandObject((int) pos.x, (int) pos.y);
                if (startLandObject == null)
                {
                    OSSLShoutError("There is no land at that location");
                    return;
                }

                if (!World.Permissions.CanEditParcel(m_host.OwnerID, startLandObject))
                {
                    OSSLShoutError("You do not have permission to modify the parcel");
                    return;
                }

                // Create a new land data object we can modify

                // Process the rules, not sure what the impact would be of changing owner or group
                for (int idx = 0; idx < rules.Length;)
                {
                    int code = rules.GetLSLIntegerItem(idx++);
                    string arg = rules.GetLSLStringItem(idx++);
                    UUID uuid;
                    switch (code)
                    {
                        case 0:
                            startLandObject.LandData.Name = arg;
                            break;

                        case 1:
                            startLandObject.LandData.Description = arg;
                            break;

                        case 2:
                            if (
                                !ScriptProtection.CheckThreatLevel(ThreatLevel.VeryHigh, "osSetParcelDetails", m_host,
                                                                   "OSSL", m_itemID)) return;
                            if (UUID.TryParse(arg, out uuid))
                                startLandObject.LandData.OwnerID = uuid;
                            break;

                        case 3:
                            if (
                                !ScriptProtection.CheckThreatLevel(ThreatLevel.VeryHigh, "osSetParcelDetails", m_host,
                                                                   "OSSL", m_itemID)) return;
                            if (UUID.TryParse(arg, out uuid))
                                startLandObject.LandData.GroupID = uuid;
                            break;
                    }
                }

                parcelManagement.UpdateLandObject(startLandObject);
            }
        }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:63,代码来源:OSSL_Api.cs

示例7: osMakeNotecard

        // This needs ThreatLevel high. It is an excellent griefer tool,
        // In a loop, it can cause asset bloat and DOS levels of asset
        // writes.
        //
        public void osMakeNotecard(string notecardName, LSL_List contents)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.High, "osMakeNotecard", m_host, "OSSL", m_itemID))
                return;

            // Create new asset
            AssetBase asset = new AssetBase(UUID.Random(), notecardName, AssetType.Notecard, m_host.OwnerID)
                                  {
                                      Description
                                          =
                                          "Script Generated Notecard"
                                  };
            string notecardData = String.Empty;

            for (int i = 0; i < contents.Length; i++)
            {
                notecardData += contents.GetLSLStringItem(i) + "\n";
            }

            int textLength = notecardData.Length;
            notecardData = "Linden text version 2\n{\nLLEmbeddedItems version 1\n{\ncount 0\n}\nText length "
                           + textLength.ToString(CultureInfo.InvariantCulture) + "\n" + notecardData + "}\n";

            asset.Data = Util.UTF8.GetBytes(notecardData);
            asset.ID = World.AssetService.Store(asset);

            // Create Task Entry
            TaskInventoryItem taskItem = new TaskInventoryItem();

            taskItem.ResetIDs(m_host.UUID);
            taskItem.ParentID = m_host.UUID;
            taskItem.CreationDate = (uint) Util.UnixTimeSinceEpoch();
            taskItem.Name = asset.Name;
            taskItem.Description = asset.Description;
            taskItem.Type = (int) AssetType.Notecard;
            taskItem.InvType = (int) InventoryType.Notecard;
            taskItem.OwnerID = m_host.OwnerID;
            taskItem.CreatorID = m_host.OwnerID;
            taskItem.BasePermissions = (uint) PermissionMask.All;
            taskItem.CurrentPermissions = (uint) PermissionMask.All;
            taskItem.EveryonePermissions = 0;
            taskItem.NextPermissions = (uint) PermissionMask.All;
            taskItem.GroupID = m_host.GroupID;
            taskItem.GroupPermissions = 0;
            taskItem.Flags = 0;
            taskItem.SalePrice = 0;
            taskItem.SaleType = 0;
            taskItem.PermsGranter = UUID.Zero;
            taskItem.PermsMask = 0;
            taskItem.AssetID = asset.ID;

            m_host.Inventory.AddInventoryItem(taskItem, false);
        }
开发者ID:justasabc,项目名称:Aurora-Sim,代码行数:57,代码来源:OSSL_Api.cs

示例8: SetPrimParams


//.........这里部分代码省略.........
                    string ph = rules.Data[idx++].ToString();

                    bool phantom = ph.Equals("1");

                    (part as ISceneChildEntity).ScriptSetPhantomStatus(phantom);
                }
                else if (code == (int) ScriptBaseClass.PRIM_PHYSICS)
                {
                    if (remain < 1)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    string phy = rules.Data[idx++].ToString();

                    m_host.ParentEntity.ScriptSetPhysicsStatus(phy.Equals("1"));
                }
                else if (code == (int) ScriptBaseClass.PRIM_TEMP_ON_REZ)
                {
                    if (remain < 1)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    string temp = rules.Data[idx++].ToString();

                    bool tempOnRez = temp.Equals("1");

                    (part as ISceneChildEntity).ScriptSetTemporaryStatus(tempOnRez);
                }
                else if (code == (int) ScriptBaseClass.PRIM_TEXGEN)
                {
                    if (remain < 2)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    //face,type
                    face = rules.GetLSLIntegerItem(idx++);
                    int style = rules.GetLSLIntegerItem(idx++);
                    SetTexGen((part as ISceneChildEntity), face, style);
                }
                else if (code == (int) ScriptBaseClass.PRIM_TEXT)
                {
                    if (remain < 3)
                        return;
                    if (!(part is ISceneChildEntity))
                        return;
                    string primText = rules.GetLSLStringItem(idx++);
                    LSL_Vector primTextColor = rules.GetVector3Item(idx++);
                    LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++);
                    Vector3 av3 = new Vector3(Util.Clip((float) primTextColor.x, 0.0f, 1.0f),
                                              Util.Clip((float) primTextColor.y, 0.0f, 1.0f),
                                              Util.Clip((float) primTextColor.z, 0.0f, 1.0f));
                    (part as ISceneChildEntity).SetText(primText, av3, Util.Clip((float) primTextAlpha, 0.0f, 1.0f));
                }
                else if (code == (int) ScriptBaseClass.PRIM_OMEGA)
                {
                    if (remain < 3)
                        return;
                    LSL_Vector direction = rules.GetVector3Item(idx++);
                    LSL_Float spinrate = rules.GetLSLFloatItem(idx++);
                    LSL_Float gain = rules.GetLSLFloatItem(idx++);
                    if (part is ISceneChildEntity)
                        llTargetOmega(direction, spinrate, gain);
                }
                else if (code == (int) ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE)
                {
                    bool UsePhysics = ((m_host.Flags & PrimFlags.Physics) != 0);
                    bool IsTemporary = ((m_host.Flags & PrimFlags.TemporaryOnRez) != 0);
                    bool IsPhantom = ((m_host.Flags & PrimFlags.Phantom) != 0);
                    bool IsVolumeDetect = m_host.VolumeDetectActive;
                    ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = new ObjectFlagUpdatePacket.ExtraPhysicsBlock[1];
                    blocks[0] = new ObjectFlagUpdatePacket.ExtraPhysicsBlock
                                    {
                                        Density = m_host.Density,
                                        Friction = m_host.Friction,
                                        GravityMultiplier = m_host.GravityMultiplier
                                    };
                    LSL_Integer shapeType = rules.GetLSLIntegerItem(idx++);
                    if (shapeType == ScriptBaseClass.PRIM_PHYSICS_SHAPE_PRIM)
                        blocks[0].PhysicsShapeType = (byte) shapeType.value;
                    else if (shapeType == ScriptBaseClass.PRIM_PHYSICS_SHAPE_NONE)
                        blocks[0].PhysicsShapeType = (byte) shapeType.value;
                    else //if(shapeType == ScriptBaseClass.PRIM_PHYSICS_SHAPE_CONVEX)
                        blocks[0].PhysicsShapeType = (byte) shapeType.value;
                    blocks[0].Restitution = m_host.Restitution;
                    if (part is ISceneChildEntity)
                        if ((part as ISceneChildEntity).UpdatePrimFlags(UsePhysics,
                                                                        IsTemporary, IsPhantom, IsVolumeDetect, blocks))
                            (part as ISceneChildEntity).ParentEntity.RebuildPhysicalRepresentation(true, null);
                }
                else if (code == (int) ScriptBaseClass.PRIM_LINK_TARGET)
                {
                    if (remain < 1)
                        return;
                    LSL_Integer nextLink = rules.GetLSLIntegerItem(idx++);
                    List<IEntity> entities = GetLinkPartsAndEntities(nextLink);
                    if (entities.Count > 0)
                        part = entities[0];
                }
            }
        }
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: osParcelSetDetails

        public void osParcelSetDetails(LSL_Vector pos, LSL_List rules)
        {
            ScriptProtection.CheckThreatLevel(ThreatLevel.High, "osParcelSetDetails", m_host, "OSSL");
            

            // Get a reference to the land data and make sure the owner of the script
            // can modify it

            ILandObject startLandObject = World.LandChannel.GetLandObject((int)pos.x, (int)pos.y);
	    if (startLandObject == null)
            {
                OSSLShoutError("There is no land at that location");
                return;
            }

            if (! World.Permissions.CanEditParcel(m_host.OwnerID, startLandObject))
            {
                OSSLShoutError("You do not have permission to modify the parcel");
                return;
            }

            // Create a new land data object we can modify
            LandData newLand = startLandObject.LandData.Copy();
            UUID uuid;

            // Process the rules, not sure what the impact would be of changing owner or group
            for (int idx = 0; idx < rules.Length; )
            {
                int code = rules.GetLSLIntegerItem(idx++);
                string arg = rules.GetLSLStringItem(idx++);
                switch (code)
                {
                    case 0:
                      newLand.Name = arg;
                      break;

                    case 1:
                      newLand.Description = arg;
                      break;

                    case 2:
                      ScriptProtection.CheckThreatLevel(ThreatLevel.VeryHigh, "osParcelSetDetails", m_host, "OSSL");
                      if (UUID.TryParse(arg , out uuid))
                          newLand.OwnerID = uuid;
                      break;

                    case 3:
                      ScriptProtection.CheckThreatLevel(ThreatLevel.VeryHigh, "osParcelSetDetails", m_host, "OSSL");
                      if (UUID.TryParse(arg , out uuid))
                          newLand.GroupID = uuid;
                      break;
                }
            }

            World.LandChannel.UpdateLandObject(newLand.LocalID,newLand);
        }
开发者ID:WordfromtheWise,项目名称:Aurora,代码行数:56,代码来源:OSSL_Api.cs

示例10: ConvertLSLToWindlight


//.........这里部分代码省略.........
                        }
                    case ScriptBaseClass.WL_SKY_LIGHT_NORMALS:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.lightnorm = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_MAX_ALTITUDE:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.max_y = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_STAR_BRIGHTNESS:
                        {
                            LSL_Float f = list.GetLSLFloatItem(i + 1);
                            skyData.star_brightness = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_SKY_SUNLIGHT_COLOR:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            skyData.sunlight_color = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_BIG_WAVE_DIRECTION:
                        {
                            var rot = list.GetVector3Item(i + 1);
                            cycle.Water.wave1Dir = new Vector2((float)rot.x.value, (float)rot.y.value);
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_BLUR_MULTIPLIER:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.blurMultiplier = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_FOG_COLOR:
                        {
                            LSL_Rotation rot = list.GetQuaternionItem(i + 1);
                            cycle.Water.waterFogColor = rot.ToVector4();
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_FOG_DENSITY:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.waterFogDensity = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_FRESNEL_OFFSET:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.fresnelOffset = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_FRESNEL_SCALE:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.fresnelScale = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_LITTLE_WAVE_DIRECTION:
                        {
                            var rot = list.GetVector3Item(i + 1);
                            cycle.Water.wave2Dir = new Vector2((float)rot.x.value, (float)rot.y.value);
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_NORMAL_MAP:
                        {
                            var f = list.GetLSLStringItem(i + 1);
                            cycle.Water.normalMap = UUID.Parse(f.m_string);
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_NORMAL_SCALE:
                        {
                            LSL_Vector rot = list.GetVector3Item(i + 1);
                            cycle.Water.normScale = rot.ToVector3();
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_SCALE_ABOVE:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.scaleAbove = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_SCALE_BELOW:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.scaleBelow = (float)f.value;
                            break;
                        }
                    case ScriptBaseClass.WL_WATER_UNDERWATER_FOG_MODIFIER:
                        {
                            var f = list.GetLSLFloatItem(i + 1);
                            cycle.Water.underWaterFogMod = (float)f.value;
                            break;
                        }
                }
            }
        }
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:101,代码来源:AA_API.cs


注:本文中的Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.list.GetLSLStringItem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。