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C# IClientAPI.SendObjectPropertiesReply方法代码示例

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

 public void GetProperties(IClientAPI client)
 {
     client.SendObjectPropertiesReply(
         m_fromUserInventoryItemID, (ulong)_creationDate, _creatorID, UUID.Zero, UUID.Zero,
         _groupID, (short)InventorySerial, _lastOwnerID, UUID, _ownerID,
         ParentGroup.RootPart.TouchName, new byte[0], ParentGroup.RootPart.SitName, Name, Description,
         ParentGroup.RootPart._ownerMask, ParentGroup.RootPart._nextOwnerMask, ParentGroup.RootPart._groupMask, ParentGroup.RootPart._everyoneMask,
         ParentGroup.RootPart._baseMask,
         ParentGroup.RootPart.ObjectSaleType,
         ParentGroup.RootPart.SalePrice);
 }
开发者ID:intari,项目名称:OpenSimMirror,代码行数:11,代码来源:SceneObjectPart.cs

示例2: SendPropertiesToClient

 /// <summary>
 /// Send this part's properties (name, description, inventory serial, base mask, etc.) to a client
 /// </summary>
 /// <param name="client"></param>
 public void SendPropertiesToClient(IClientAPI client)
 {
     client.SendObjectPropertiesReply(this);
 }
开发者ID:justasabc,项目名称:opensim,代码行数:8,代码来源:SceneObjectPart.cs

示例3: GetProperties

 public void GetProperties(IClientAPI client)
 {
     client.SendObjectPropertiesReply(new List<ISceneEntity>(new ISceneEntity []{ this }));
 }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:4,代码来源:SceneObjectPart.cs

示例4: GetProperties

        public void GetProperties(IClientAPI client)
        {
            ulong micros = 1000000UL * (uint)_creationDate;
//            uint perms = ParentGroup.GetEffectivePermissions(false);    // folded ownermask of all prims
            // Permissions of an object match those of the root prim.
            // It's up to the Link operation to change child prims to match, and transfers to update all prims from Next.

            uint perms = ParentGroup.GetEffectivePermissions(false);
            uint nextperms = perms & ParentGroup.RootPart.NextOwnerMask;

            client.SendObjectPropertiesReply(
                m_fromUserInventoryItemID, micros, _creatorID, UUID.Zero, UUID.Zero,
                _groupID, (short)InventorySerial, _lastOwnerID, UUID, _ownerID,
                ParentGroup.RootPart.TouchName, new byte[0], ParentGroup.RootPart.SitName, Name, Description,
                perms & ParentGroup.RootPart._ownerMask,
                nextperms & ParentGroup.RootPart._nextOwnerMask,
                perms & ParentGroup.RootPart._groupMask,
                perms & ParentGroup.RootPart._everyoneMask,
                perms & ParentGroup.RootPart._baseMask,
                ParentGroup.GetEffectivePermissions(true),      // folded owner perms
                ParentGroup.GetEffectiveNextPermissions(true),  // folded next owner perms
                ParentGroup.RootPart.ObjectSaleType,
                ParentGroup.RootPart.SalePrice);
        }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:24,代码来源:SceneObjectPart.cs

示例5: 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6: GetProperties

 public void GetProperties(IClientAPI client)
 {
     client.SendObjectPropertiesReply(this);
 }
开发者ID:HGExchange,项目名称:opensim,代码行数:4,代码来源:SceneObjectPart.cs

示例7: SelectPrim

        /// <summary>
        /// Invoked when the client selects a prim.
        /// </summary>
        /// <param name="primLocalID"></param>
        /// <param name="remoteClient"></param>
        public void SelectPrim(List<uint> primLocalIDs, IClientAPI remoteClient)
        {
            List<ISceneEntity> EntitiesToUpdate = new List<ISceneEntity>();
            SceneObjectPart prim = null;
            foreach (uint primLocalID in primLocalIDs)
            {
                ISceneEntity entity = null;
                if (Entities.TryGetChildPrim(primLocalID, out entity))
                {
                    if (entity is SceneObjectPart)
                    {
                        prim = entity as SceneObjectPart;
                        if (prim.IsRoot)
                        {
                            prim.ParentGroup.IsSelected = true;
                            if (Permissions.CanEditObject(prim.ParentGroup.UUID, remoteClient.AgentId)
                                || Permissions.CanMoveObject(prim.ParentGroup.UUID, remoteClient.AgentId))
                            {
                                EventManager.TriggerParcelPrimCountTainted();
                            }
                        }
                    }
                }
                if (entity != null)
                    EntitiesToUpdate.Add(entity);
                /*foreach (EntityBase ent in EntityList)
                {
                    if (ent is SceneObjectGroup)
                    {
                        if (((SceneObjectGroup)ent).LocalId == primLocalID)
                        {

                            ((SceneObjectGroup)ent).GetProperties(remoteClient);
                            ((SceneObjectGroup)ent).IsSelected = true;
                            // A prim is only tainted if it's allowed to be edited by the person clicking it.
                            if (Permissions.CanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId)
                                || Permissions.CanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId))
                            {
                                EventManager.TriggerParcelPrimCountTainted();
                            }
                            prim = ((SceneObjectGroup)ent).RootPart;
                            break;
                        }
                        else
                        {
                            // We also need to check the children of this prim as they
                            // can be selected as well and send property information
                            bool foundPrim = false;
                            foreach (SceneObjectPart child in ((SceneObjectGroup)ent).ChildrenList)
                            {
                                if (child.LocalId == primLocalID)
                                {
                                    child.GetProperties(remoteClient);
                                    foundPrim = true;
                                    prim = child;
                                    break;
                                }
                            }
                            if (foundPrim) break;
                        }
                    }
                }*/
            }
            if (EntitiesToUpdate.Count != 0)
                remoteClient.SendObjectPropertiesReply(EntitiesToUpdate);
            ScenePresence SP;
            TryGetScenePresence(remoteClient.AgentId, out SP);
            SP.SelectedUUID = prim;
            SP.IsSelecting = true;
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:75,代码来源:Scene.PacketHandlers.cs


注:本文中的IClientAPI.SendObjectPropertiesReply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。