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C# IClientAPI.SendKillObject方法代码示例

本文整理汇总了C#中IClientAPI.SendKillObject方法的典型用法代码示例。如果您正苦于以下问题:C# IClientAPI.SendKillObject方法的具体用法?C# IClientAPI.SendKillObject怎么用?C# IClientAPI.SendKillObject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IClientAPI的用法示例。


在下文中一共展示了IClientAPI.SendKillObject方法的5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: SelectPrim

        /// <summary>
        ///     Invoked when the client selects a prim.
        /// </summary>
        /// <param name="primLocalIDs"></param>
        /// <param name="remoteClient"></param>
        protected void SelectPrim(List<uint> primLocalIDs, IClientAPI remoteClient)
        {
            IScene scene = remoteClient.Scene;
            List<ISceneChildEntity> EntitiesToUpdate = new List<ISceneChildEntity>();
            ISceneChildEntity prim = null;
            foreach (uint primLocalID in primLocalIDs)
            {
                ISceneChildEntity entity = null;
                if (scene.SceneGraph.TryGetPart(primLocalID, out entity))
                {
                    if (entity is ISceneChildEntity)
                    {
                        prim = entity;
                        // changed so that we send select to all the indicated prims
                        // also to root prim (done in prim.IsSelected)
                        // so "edit link parts" keep the object select and not moved by physics
                        // similar changes on deselect
                        // part.IsSelect is on SceneObjectPart.cs
                        // Ubit
                        prim.ParentEntity.IsSelected = true;
                    }
                }
                //Check for avatars! They aren't prims!
                if (scene.GetScenePresence(primLocalID) != null)
                    continue;

                if (entity != null)
                {
                    if (!EntitiesToUpdate.Contains(entity))
                        EntitiesToUpdate.Add(entity);
                }
                else
                {
                    MainConsole.Instance.ErrorFormat(
                        "[SCENEPACKETHANDLER]: Could not find prim {0} in SelectPrim, killing prim.",
                        primLocalID);
                    //Send a kill packet to the viewer so it doesn't come up again
                    remoteClient.SendKillObject(scene.RegionInfo.RegionHandle, new uint[1] {primLocalID});
                }
            }
            IScenePresence SP;
            scene.TryGetScenePresence(remoteClient.AgentId, out SP);
            if (SP == null)
                return;
            if (EntitiesToUpdate.Count != 0)
            {
                SP.SceneViewer.QueuePartsForPropertiesUpdate(EntitiesToUpdate.ToArray());
            }
            PerClientSelectionParticles selection = SP.RequestModuleInterface<PerClientSelectionParticles>();
            if (selection != null)
            {
                selection.SelectedUUID = prim;
                selection.IsSelecting = true;
            }
        }
开发者ID:VirtualReality,项目名称:Universe,代码行数:60,代码来源:SelectionModule.cs

示例2: SelectPrim

 /// <summary>
 /// Invoked when the client selects a prim.
 /// </summary>
 /// <param name="primLocalID"></param>
 /// <param name="remoteClient"></param>
 protected void SelectPrim(List<uint> primLocalIDs, IClientAPI remoteClient)
 {
     Scene scene = ((Scene)remoteClient.Scene);
     List<IEntity> EntitiesToUpdate = new List<IEntity> ();
     SceneObjectPart prim = null;
     foreach (uint primLocalID in primLocalIDs)
     {
         ISceneChildEntity entity = null;
         if (scene.SceneGraph.TryGetPart(primLocalID, out entity))
         {
             if (entity is SceneObjectPart)
             {
                 prim = entity as SceneObjectPart;
                 // changed so that we send select to all the indicated prims
                 // also to root prim (done in prim.IsSelected)
                 // so "edit link parts" keep the object select and not moved by physics
                 // similar changes on deselect
                 // part.IsSelect is on SceneObjectPart.cs
                 // Ubit
                 //                        if (prim.IsRoot)
                 {
                     //                            prim.ParentGroup.IsSelected = true;
                     prim.IsSelected = true;
                     scene.AuroraEventManager.FireGenericEventHandler("ObjectSelected", prim);
                 }
             }
         }
         //Check for avies! They arn't prims!
         if (scene.GetScenePresence(primLocalID) != null)
         {
             continue;
         }
         if (entity != null)
             EntitiesToUpdate.Add(entity);
         else
         {
             m_log.Error("[SCENEPACKETHANDLER]: Could not find prim in SelectPrim, killing prim.");
             //Send a kill packet to the viewer so it doesn't come up again
             remoteClient.SendKillObject(scene.RegionInfo.RegionHandle, new uint[1] { primLocalID });
         }
     }
     if (EntitiesToUpdate.Count != 0)
         remoteClient.SendObjectPropertiesReply(EntitiesToUpdate);
     IScenePresence SP;
     scene.TryGetScenePresence(remoteClient.AgentId, out SP);
     PerClientSelectionParticles selection = SP.RequestModuleInterface<PerClientSelectionParticles>();
     if (selection != null)
     {
         selection.SelectedUUID = prim;
         selection.IsSelecting = true;
     }
 }
开发者ID:kow,项目名称:Aurora-Sim,代码行数:57,代码来源:SelectionModule.cs

示例3: OnGrabGroup

 public override void OnGrabGroup(Vector3 offsetPos, IClientAPI remoteClient)
 {
     if (m_parts.Count == 1)
     {
         m_parts.Remove(m_rootPart.UUID);
         m_scene.DeleteSceneObject(this, false);
         remoteClient.SendKillObject(m_regionHandle, m_rootPart.LocalId);
         remoteClient.AddMoney(50);
         remoteClient.SendChatMessage("KABLAM!!!", 1, AbsolutePosition, "Groupie Groupie", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
     }
 }
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:11,代码来源:ComplexObject.cs

示例4: Hide

 /// <summary>
 /// Hides the metaentity from a single client.
 /// </summary>
 public virtual void Hide(IClientAPI client)
 {
     //This deletes the group without removing from any databases.
     //This is important because we are not IN any database.
     //m_Entity.FakeDeleteGroup();
     foreach (SceneObjectPart part in m_Entity.Children.Values)
         client.SendKillObject(m_Entity.RegionHandle, part.LocalId);
 }
开发者ID:ChrisD,项目名称:opensim,代码行数:11,代码来源:MetaEntity.cs

示例5: OnGrabPart

        public override void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
        {
            m_parts.Remove(part.UUID);

            remoteClient.SendKillObject(m_regionHandle, part.LocalId);
            remoteClient.AddMoney(1);
            remoteClient.SendChatMessage("Poof!", 1, AbsolutePosition, "Party Party", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
        }
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:8,代码来源:ComplexObject.cs


注:本文中的IClientAPI.SendKillObject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。