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C# IClientAPI.SendLandProperties方法代码示例

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);
        }
开发者ID:kow,项目名称:Aurora-Sim,代码行数:29,代码来源:LandObject.cs

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);
        }
开发者ID:pluraldj,项目名称:opensim,代码行数:31,代码来源:LandObject.cs

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);
        }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:29,代码来源:LandObject.cs

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);
        }
开发者ID:velus,项目名称:opensim,代码行数:29,代码来源:LandObject.cs

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);
        }
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:30,代码来源:LandObject.cs


注:本文中的IClientAPI.SendLandProperties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。