本文整理汇总了C#中IClientAPI.SendLandProperties方法的典型用法代码示例。如果您正苦于以下问题:C# IClientAPI.SendLandProperties方法的具体用法?C# IClientAPI.SendLandProperties怎么用?C# IClientAPI.SendLandProperties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类IClientAPI
的用法示例。
在下文中一共展示了IClientAPI.SendLandProperties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: SendLandProperties
public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client)
{
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome));
if (estateModule != null)
regionFlags = estateModule.GetRegionFlags();
int seq_id;
if (snap_selection && (sequence_id == 0))
seq_id = m_lastSeqId;
else
{
seq_id = sequence_id;
m_lastSeqId = seq_id;
}
int MaxPrimCounts = 0;
IPrimCountModule primCountModule = m_scene.RequestModuleInterface<IPrimCountModule>();
if (primCountModule != null)
{
MaxPrimCounts = primCountModule.GetParcelMaxPrimCount(this);
}
remote_client.SendLandProperties(seq_id,
snap_selection, request_result, LandData,
(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
MaxPrimCounts,
m_scene.RegionInfo.ObjectCapacity, regionFlags);
}
示例2: SendLandProperties
public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client)
{
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome));
if (estateModule != null)
regionFlags = estateModule.GetRegionFlags();
// In a perfect world, this would have worked.
//
// if ((landData.Flags & (uint)ParcelFlags.AllowLandmark) != 0)
// regionFlags |= (uint)RegionFlags.AllowLandmark;
// if (landData.OwnerID == remote_client.AgentId)
// regionFlags |= (uint)RegionFlags.AllowSetHome;
int seq_id;
if (snap_selection && (sequence_id == 0))
{
seq_id = m_lastSeqId;
}
else
{
seq_id = sequence_id;
m_lastSeqId = seq_id;
}
remote_client.SendLandProperties(seq_id,
snap_selection, request_result, this,
(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
GetParcelMaxPrimCount(),
GetSimulatorMaxPrimCount(), regionFlags);
}
示例3: sendLandProperties
public void sendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client)
{
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
uint regionFlags = (uint)(RegionFlags.PublicAllowed | RegionFlags.AllowDirectTeleport | RegionFlags.AllowParcelChanges | RegionFlags.AllowVoice);
if (estateModule != null)
regionFlags = estateModule.GetRegionFlags();
LandData parcel = landData.Copy();
if (m_scene.RegionInfo.Product == ProductRulesUse.ScenicUse)
{
// the current AgentId should already be cached, with presence, etc.
UserProfileData profile = m_scene.CommsManager.UserService.GetUserProfile(remote_client.AgentId);
if (profile != null)
{
// If it's the parnter of the owner of the scenic region...
if (profile.Partner == landData.OwnerID)
{
// enable Create at the viewer end, checked at the server end
parcel.Flags |= (uint)ParcelFlags.CreateObjects;
}
}
}
remote_client.SendLandProperties(sequence_id,
snap_selection, request_result, parcel,
(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
getParcelMaxPrimCount(this, false),
getSimulatorMaxPrimCount(this), regionFlags);
}
示例4: SendLandProperties
public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client)
{
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
// uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome));
uint regionFlags = (uint)(RegionFlags.PublicAllowed
| RegionFlags.AllowDirectTeleport
| RegionFlags.AllowParcelChanges
| RegionFlags.AllowVoice );
if (estateModule != null)
regionFlags = estateModule.GetRegionFlags();
int seq_id;
if (snap_selection && (sequence_id == 0))
{
seq_id = m_lastSeqId;
}
else
{
seq_id = sequence_id;
m_lastSeqId = seq_id;
}
remote_client.SendLandProperties(seq_id,
snap_selection, request_result, this,
(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
GetParcelMaxPrimCount(),
GetSimulatorMaxPrimCount(), regionFlags);
}
示例5: SendLandProperties
public void SendLandProperties (int sequence_id, bool snap_selection, int request_result,
IClientAPI remote_client)
{
IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule> ();
//TODO: This is ugly! FIX. 336723947 == AllowLandmark,AllowSetHome,PublicAllowed,AllowDirectTeleport,AllowParcelChanges,AllowVoice
ulong regionFlags =
336723974 & ~((uint)(OpenMetaverse.RegionFlags.AllowLandmark | OpenMetaverse.RegionFlags.AllowSetHome));
if (estateModule != null)
regionFlags = estateModule.GetRegionFlags ();
int seq_id;
if (snap_selection && (sequence_id == 0))
seq_id = m_lastSeqId;
else {
seq_id = sequence_id;
m_lastSeqId = seq_id;
}
int MaxPrimCounts = 0;
IPrimCountModule primCountModule = m_scene.RequestModuleInterface<IPrimCountModule> ();
if (primCountModule != null) {
MaxPrimCounts = primCountModule.GetParcelMaxPrimCount (this);
}
remote_client.SendLandProperties (seq_id,
snap_selection, request_result, LandData,
(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
MaxPrimCounts,
m_scene.RegionInfo.ObjectCapacity, (uint)regionFlags);
}