本文整理汇总了C#中ChatTypeEnum类的典型用法代码示例。如果您正苦于以下问题:C# ChatTypeEnum类的具体用法?C# ChatTypeEnum怎么用?C# ChatTypeEnum使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ChatTypeEnum类属于命名空间,在下文中一共展示了ChatTypeEnum类的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: SimChat
protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
UUID fromID, bool fromAgent, bool broadcast)
{
OSChatMessage args = new OSChatMessage();
args.Message = Utils.BytesToString(message);
args.Channel = channel;
args.Type = type;
args.Position = fromPos;
args.SenderUUID = fromID;
args.Scene = this;
if (fromAgent)
{
ScenePresence user = GetScenePresence(fromID);
if (user != null)
args.Sender = user.ControllingClient;
}
else
{
SceneObjectPart obj = GetSceneObjectPart(fromID);
args.SenderObject = obj;
}
args.From = fromName;
//args.
if (broadcast)
EventManager.TriggerOnChatBroadcast(this, args);
else
EventManager.TriggerOnChatFromWorld(this, args);
}
示例2: UserChatEvent
public UserChatEvent(
UUID userId, string userName, Vector3 origin, ChatTypeEnum chatType, string text, int channel, string gridId, string regionName, DateTime datetime)
: base(userId, userName, "chat", gridId, regionName, datetime)
{
Origin = origin;
ChatType = chatType;
Text = text;
Channel = channel;
}
示例3: SimChat
/// <summary>
/// Send chat to listeners.
/// </summary>
/// <param name='message'></param>
/// <param name='type'>/param>
/// <param name='channel'></param>
/// <param name='fromPos'></param>
/// <param name='fromName'></param>
/// <param name='fromID'></param>
/// <param name='targetID'></param>
/// <param name='fromAgent'></param>
/// <param name='broadcast'></param>
public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
{
OSChatMessage args = new OSChatMessage();
args.Message = Utils.BytesToString(message);
args.Channel = channel;
args.Type = type;
args.Position = fromPos;
args.SenderUUID = fromID;
args.Scene = this;
args.Destination = targetID;
if (fromAgent)
{
ScenePresence user = GetScenePresence(fromID);
if (user != null)
args.Sender = user.ControllingClient;
}
else
{
SceneObjectPart obj = GetSceneObjectPart(fromID);
args.SenderObject = obj;
}
args.From = fromName;
//args.
// m_log.DebugFormat(
// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
// args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast);
if (broadcast)
EventManager.TriggerOnChatBroadcast(this, args);
else
EventManager.TriggerOnChatFromWorld(this, args);
}
示例4: SimChat
/// <summary>
/// Sends a chat message to clients in the region
/// </summary>
/// <param name="message">The message to send to users</param>
/// <param name="type">The type of message (say, shout, whisper, owner say, etc)</param>
/// <param name="channel">The channel to speak the message on</param>
/// <param name="presence">The ScenePresence that is sending this chat message</param>
public void SimChat(string message, ChatTypeEnum type, int channel, ScenePresence presence)
{
SimChat(message, type, channel, presence.AbsolutePosition, presence.Name, presence.UUID, UUID.Zero, presence.UUID, false);
}
示例5: DeliverMessage
/// <summary>
/// This method scans over the objects which registered an interest in listen callbacks.
/// For everyone it finds, it checks if it fits the given filter. If it does, then
/// enqueue the message for delivery to the objects listen event handler.
/// The enqueued ListenerInfo no longer has filter values, but the actually trigged values.
/// Objects that do an llSay have their messages delivered here and for nearby avatars,
/// the OnChatFromClient event is used.
/// </summary>
/// <param name="type">type of delivery (whisper,say,shout or regionwide)</param>
/// <param name="channel">channel to sent on</param>
/// <param name="name">name of sender (object or avatar)</param>
/// <param name="fromID">key of sender (object or avatar)</param>
/// <param name="msg">msg to sent</param>
/// <param name="position"></param>
/// <param name="range"></param>
/// <param name="toID"></param>
public void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID fromID, string msg,
Vector3 position,
float range, UUID toID)
{
//Make sure that the cmd handler thread is running
m_scriptModule.PokeThreads(UUID.Zero);
if (BlockedChannels.Contains(channel))
return;
// MainConsole.Instance.DebugFormat("[WorldComm] got[2] type {0}, channel {1}, name {2}, id {3}, msg {4}",
// type, channel, name, id, msg);
// Determine which listen event filters match the given set of arguments, this results
// in a limited set of listeners, each belonging a host. If the host is in range, add them
// to the pending queue.
foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, fromID, msg))
{
// Dont process if this message is from yourself!
if (li.GetHostID().Equals(fromID))
continue;
ISceneChildEntity sPart = m_scene.GetSceneObjectPart(li.GetHostID());
if (sPart == null)
continue;
if (toID != UUID.Zero)
if (sPart.UUID != toID &&
sPart.AttachedAvatar != toID)
continue;
//Only allow the message to go on if it is an attachment with the given avatars ID or the part ID is right
double dis = Util.GetDistanceTo(sPart.AbsolutePosition, position);
switch (type)
{
case ChatTypeEnum.Whisper:
if (dis < m_whisperdistance)
QueueMessage(new ListenerInfo(li, name, fromID, msg));
break;
case ChatTypeEnum.Say:
if (dis < m_saydistance)
QueueMessage(new ListenerInfo(li, name, fromID, msg));
break;
case ChatTypeEnum.ObsoleteSay:
if (dis < m_saydistance)
QueueMessage(new ListenerInfo(li, name, fromID, msg));
break;
case ChatTypeEnum.Shout:
if (dis < m_shoutdistance)
QueueMessage(new ListenerInfo(li, name, fromID, msg));
break;
case ChatTypeEnum.Custom:
if (dis < range)
QueueMessage(new ListenerInfo(li, name, fromID, msg));
break;
case ChatTypeEnum.Region:
QueueMessage(new ListenerInfo(li, name, fromID, msg));
break;
}
}
}
示例6: SimChat
public void SimChat(string message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
UUID fromID, bool fromAgent, IScene scene)
{
SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false, -1, UUID.Zero, scene);
}
示例7: TrySendChatMessage
public virtual void TrySendChatMessage(IScenePresence presence, Vector3 fromPos, Vector3 regionPos,
UUID fromAgentID, string fromName, ChatTypeEnum type,
string message, ChatSourceType src, float Range)
{
if (type == ChatTypeEnum.Custom)
{
Vector3 fromRegionPos = fromPos + regionPos;
Vector3 toRegionPos = presence.AbsolutePosition +
new Vector3(presence.Scene.RegionInfo.RegionLocX,
presence.Scene.RegionInfo.RegionLocY, 0);
int dis = (int) Util.GetDistanceTo(toRegionPos, fromRegionPos);
//Set the best fitting setting for custom
if (dis < m_whisperdistance)
type = ChatTypeEnum.Whisper;
else if (dis > m_saydistance)
type = ChatTypeEnum.Shout;
else if (dis > m_whisperdistance && dis < m_saydistance)
type = ChatTypeEnum.Say;
}
// TODO: should change so the message is sent through the avatar rather than direct to the ClientView
presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
fromAgentID, (byte) src, (byte) ChatAudibleLevel.Fully);
}
示例8: DeliverMessage
public void DeliverMessage(ChatTypeEnum type, int channel, string name, UUID id, string msg)
{
Vector3 position;
SceneObjectPart source;
ScenePresence avatar;
if ((source = m_scene.GetSceneObjectPart(id)) != null)
position = source.AbsolutePosition;
else if ((avatar = m_scene.GetScenePresence(id)) != null)
position = avatar.AbsolutePosition;
else if (ChatTypeEnum.Region == type)
position = CenterOfRegion;
else
return;
DeliverMessage(type, channel, name, id, msg, position);
}
示例9: SendOnChatFromClient
private void SendOnChatFromClient(string message, ChatTypeEnum chatType)
{
OSChatMessage chatFromClient = new OSChatMessage();
chatFromClient.Channel = 0;
chatFromClient.From = Name;
chatFromClient.Message = message;
chatFromClient.Position = StartPos;
chatFromClient.Scene = m_scene;
chatFromClient.Sender = this;
chatFromClient.SenderUUID = AgentId;
chatFromClient.Type = chatType;
OnChatFromClient(this, chatFromClient);
}
示例10: TrySendChatMessage
/// <summary>
/// Try to send a message to the given presence
/// </summary>
/// <param name="presence">The receiver</param>
/// <param name="fromPos"></param>
/// <param name="regionPos">/param>
/// <param name="fromAgentID"></param>
/// <param name='ownerID'>
/// Owner of the message. For at least some messages from objects, this has to be correctly filled with the owner's UUID.
/// This is the case for script error messages in viewer 3 since LLViewer change EXT-7762
/// </param>
/// <param name="fromName"></param>
/// <param name="type"></param>
/// <param name="message"></param>
/// <param name="src"></param>
/// <returns>true if the message was sent to the receiver, false if it was not sent due to failing a
/// precondition</returns>
protected virtual bool TrySendChatMessage(
ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
UUID fromAgentID, UUID ownerID, string fromName, ChatTypeEnum type,
string message, ChatSourceType src, bool ignoreDistance)
{
if (presence.LifecycleState != ScenePresenceState.Running)
return false;
if (!ignoreDistance)
{
Vector3 fromRegionPos = fromPos + regionPos;
Vector3 toRegionPos = presence.AbsolutePosition +
new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize,
presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
type == ChatTypeEnum.Say && dis > m_saydistance ||
type == ChatTypeEnum.Shout && dis > m_shoutdistance)
{
return false;
}
}
// TODO: should change so the message is sent through the avatar rather than direct to the ClientView
presence.ControllingClient.SendChatMessage(
message, (byte) type, fromPos, fromName,
fromAgentID, ownerID, (byte)src, (byte)ChatAudibleLevel.Fully);
return true;
}
示例11: TrySendChatMessage
protected virtual void TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
UUID fromAgentID, string fromName, ChatTypeEnum type,
string message, ChatSourceType src)
{
if ((presence.Scene.RegionInfo.RegionLocX != ((uint)regionPos.X) / Constants.RegionSize) ||
(presence.Scene.RegionInfo.RegionLocY != ((uint)regionPos.Y) / Constants.RegionSize))
{ // Different region?
if (!ShouldChatCrossRegions(type))
return;
}
Vector3 fromRegionPos = fromPos + regionPos;
Vector3 toRegionPos = presence.AbsolutePosition +
new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize,
presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
// fix the exception that happens if
double fdist = Util.GetDistanceTo(toRegionPos, fromRegionPos);
if (fdist > (double)Int32.MaxValue)
return;
if (fdist < -(double)Int32.MaxValue)
return;
int dis = Math.Abs((int) fdist); // throws an exception on the cast if out of range
if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
type == ChatTypeEnum.Say && dis > m_saydistance ||
type == ChatTypeEnum.Shout && dis > m_shoutdistance)
{
return;
}
presence.Scene.EventManager.TriggerOnChatToClient(message, fromAgentID,
presence.UUID, presence.Scene.RegionInfo.RegionID, (uint)Util.UnixTimeSinceEpoch(),
ChatToClientType.InworldChat);
// TODO: should change so the message is sent through the avatar rather than direct to the ClientView
presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
}
示例12: ShouldChatCrossRegions
public bool ShouldChatCrossRegions(ChatTypeEnum type)
{
switch (type)
{
case ChatTypeEnum.Whisper: return true;
case ChatTypeEnum.Say: return true;
case ChatTypeEnum.Shout: return true;
case (ChatTypeEnum)3: return true; // 3 is an obsolete version of Say
case ChatTypeEnum.StartTyping: return false;
case ChatTypeEnum.StopTyping: return false;
case ChatTypeEnum.DebugChannel: return false;
case ChatTypeEnum.Region: return false;
case ChatTypeEnum.Owner: return false;
case ChatTypeEnum.Direct: return false; // llRegionSayTo
case ChatTypeEnum.Broadcast: return true;
}
return false; // by default, new types will stay within the region
}
示例13: BotChat
public bool BotChat(UUID botID, int channel, string message, ChatTypeEnum sourceType, UUID attemptingUser)
{
IBot bot;
if ((bot = GetBotWithPermission(botID, attemptingUser)) == null)
return false;
bot.Say(channel, message, sourceType);
return true;
}
示例14: SimChat
/// <summary>
///
/// </summary>
/// <param name="message"></param>
/// <param name="type"></param>
/// <param name="fromPos"></param>
/// <param name="fromName"></param>
/// <param name="fromAgentID"></param>
///
public void SimChat(string message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
UUID fromID, bool fromAgent, float range)
{
SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false, range, UUID.Zero);
}
示例15: Say
public void Say(int channel, string message, ChatTypeEnum sourceType)
{
if (m_frozenUser)
return;
if (channel == 0 && sourceType != ChatTypeEnum.StartTyping && sourceType != ChatTypeEnum.StopTyping)
{
message = message.Trim();
if (string.IsNullOrEmpty(message))
{
return;
}
}
if (sourceType == ChatTypeEnum.StartTyping)
{
StartAnimation(UUID.Zero, "TYPE", UUID.Zero);
}
else if (sourceType == ChatTypeEnum.StopTyping)
{
StopAnimation(UUID.Zero, "TYPE");
}
OSChatMessage chatFromClient = new OSChatMessage();
chatFromClient.Channel = channel;
chatFromClient.From = Name;
chatFromClient.Message = message;
chatFromClient.Position = StartPos;
chatFromClient.Scene = m_scene;
chatFromClient.SenderUUID = AgentId;
chatFromClient.Type = sourceType;
// Force avatar position to be server-known avatar position. (Former contents of FixPositionOfChatMessage.)
ScenePresence avatar;
if (m_scene.TryGetAvatar(m_UUID, out avatar))
chatFromClient.Position = avatar.AbsolutePosition;
OnChatFromClient(this, chatFromClient);
}