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C# IClientAPI.SendLayerData方法代码示例

本文整理汇总了C#中IClientAPI.SendLayerData方法的典型用法代码示例。如果您正苦于以下问题:C# IClientAPI.SendLayerData方法的具体用法?C# IClientAPI.SendLayerData怎么用?C# IClientAPI.SendLayerData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.SendLayerData方法的7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: TerrainUnAcked

 public void TerrainUnAcked(IClientAPI client, int patchX, int patchY)
 {
     //m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
      client.SendLayerData(patchX, patchY, Heightmap.GetFloatsSerialised());
 }
开发者ID:Ideia-Boa,项目名称:opensim,代码行数:5,代码来源:Scene.cs

示例2: SendLayerData

 /// <summary>
 ///     Send the region heightmap to the client
 /// </summary>
 /// <param name="RemoteClient">Client to send to</param>
 public void SendLayerData(IClientAPI RemoteClient)
 {
     if (!m_sendTerrainUpdatesByViewDistance && !m_noTerrain)
     {
         //Default way, send the full terrain at once
         RemoteClient.SendLayerData(m_channel.GetSerialized());
     }
     else
     {
         //Send only what the client can see,
         //  but the client isn't loaded yet, wait until they get set up
         //  The first agent update they send will trigger the DrawDistanceChanged event and send the land
     }
 }
开发者ID:VirtualReality,项目名称:Universe,代码行数:18,代码来源:TerrainModule.cs

示例3: client_OnUnackedTerrain

 protected void client_OnUnackedTerrain(IClientAPI client, int patchX, int patchY)
 {
     //m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
     client.SendLayerData(patchX, patchY, m_channel.GetSerialised(m_scene));
 }
开发者ID:kow,项目名称:Aurora-Sim,代码行数:5,代码来源:TerrainModule.cs

示例4: SendLayerData

 /// <summary>
 /// Send the region heightmap to the client
 /// </summary>
 /// <param name="RemoteClient">Client to send to</param>
 public void SendLayerData(IClientAPI RemoteClient)
 {
     ScenePresence presence = m_scene.GetScenePresence(RemoteClient.AgentId);
     if (!m_sendTerrainUpdatesByViewDistance)
     {
         //Default way, send the full terrain at once
         RemoteClient.SendLayerData(m_channel.GetFloatsSerialised(RemoteClient.Scene));
     }
     else
     {
         //Send only what the client can see,
         //  but the client isn't loaded yet, wait until they get set up
         //  The first agent update they send will trigger the DrawDistanceChanged event and send the land
     }
 }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:19,代码来源:TerrainModule.cs

示例5: client_OnUnackedTerrain

 protected void client_OnUnackedTerrain(IClientAPI client, int patchX, int patchY)
 {
     //m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
      client.SendLayerData(patchX, patchY, m_scene.Heightmap.GetFloatsSerialised());
 }
开发者ID:4U2NV,项目名称:opensim,代码行数:5,代码来源:TerrainModule.cs

示例6: client_OnUnackedTerrain

 protected void client_OnUnackedTerrain(IClientAPI client, int patchX, int patchY)
 {
     //m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
     // SendLayerData does not use the heightmap parameter. This kludge is so as to not change IClientAPI.
     float[] heightMap = new float[10];
     client.SendLayerData(patchX, patchY, heightMap);
 }
开发者ID:JamesStallings,项目名称:opensimulator,代码行数:7,代码来源:TerrainModule.cs

示例7: SendLayerData

 /// <summary>
 /// Send the region heightmap to the client
 /// </summary>
 /// <param name="RemoteClient">Client to send to</param>
 public void SendLayerData(IClientAPI RemoteClient)
 {
     Scene scene = (Scene)RemoteClient.Scene;
     RemoteClient.SendLayerData(m_channel.GetFloatsSerialised(scene));
 }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:9,代码来源:TerrainModule.cs


注:本文中的IClientAPI.SendLayerData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。