本文整理汇总了C#中ILandObject.SendLandProperties方法的典型用法代码示例。如果您正苦于以下问题:C# ILandObject.SendLandProperties方法的具体用法?C# ILandObject.SendLandProperties怎么用?C# ILandObject.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ILandObject
的用法示例。
在下文中一共展示了ILandObject.SendLandProperties方法的2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: SendOutNearestBanLine
private void SendOutNearestBanLine(IScenePresence sp, ILandObject ourLandObject)
{
int multiple = 0;
int result = 0;
Vector3 spAbs = sp.AbsolutePosition;
foreach (ILandObject parcel in from parcel in AllParcels()
let aamax = parcel.LandData.AABBMax
let aamin = parcel.LandData.AABBMin
where Math.Abs(aamax.X - spAbs.X) < 4 ||
Math.Abs(aamax.Y - spAbs.Y) < 4 ||
Math.Abs(aamin.X - spAbs.X) < 4 ||
Math.Abs(aamin.Y - spAbs.Y) < 4
select parcel)
{
//Do the & since we don't need to check again if we have already set the ban flag
if ((result & (int) ParcelPropertiesStatus.CollisionBanned) !=
(int) ParcelPropertiesStatus.CollisionBanned &&
parcel.IsBannedFromLand(sp.UUID))
{
multiple++;
result |= (int) ParcelPropertiesStatus.CollisionBanned;
continue; //Only send one
}
else if ((result & (int) ParcelPropertiesStatus.CollisionNotOnAccessList) !=
(int) ParcelPropertiesStatus.CollisionNotOnAccessList &&
parcel.IsRestrictedFromLand(sp.UUID))
{
multiple++;
result |= (int) ParcelPropertiesStatus.CollisionNotOnAccessList;
continue; //Only send one
}
}
ParcelResult dataResult = ParcelResult.NoData;
if (multiple > 1)
dataResult = ParcelResult.Multiple;
else if (multiple == 1)
dataResult = ParcelResult.Single;
m_lastDataResults[sp.UUID] = dataResult;
m_lastResults[sp.UUID] = result;
m_lastLandObject[sp.UUID] = ourLandObject;
if (multiple == 0) //If there is no result, don't send anything
return;
ourLandObject.SendLandProperties(result, false, (int) dataResult, sp.ControllingClient);
}
示例2: UpdateLandProperties
public void UpdateLandProperties(ILandObject land, LandUpdateArgs args, IClientAPI remote_client)
{
bool snap_selection = false;
bool needOverlay = false;
if (land.UpdateLandProperties(args, remote_client, out snap_selection, out needOverlay))
{
UUID parcelID = land.LandData.GlobalID;
m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
if (avatar.IsDeleted || avatar.isNPC)
return;
IClientAPI client = avatar.ControllingClient;
if (needOverlay)
SendParcelOverlay(client);
if (avatar.IsChildAgent)
{
if(client == remote_client)
land.SendLandProperties(-10000, false, LandChannel.LAND_RESULT_SINGLE, client);
return;
}
ILandObject aland = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
if (aland != null)
{
if(client == remote_client && land != aland)
land.SendLandProperties(-10000, false, LandChannel.LAND_RESULT_SINGLE, client);
else if (land == aland)
aland.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, client);
}
if (avatar.currentParcelUUID == parcelID)
avatar.currentParcelUUID = parcelID; // force parcel flags review
});
}
}