本文整理汇总了C#中ISceneEntity.ForcePersistence方法的典型用法代码示例。如果您正苦于以下问题:C# ISceneEntity.ForcePersistence方法的具体用法?C# ISceneEntity.ForcePersistence怎么用?C# ISceneEntity.ForcePersistence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ISceneEntity
的用法示例。
在下文中一共展示了ISceneEntity.ForcePersistence方法的3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: AddPrimToScene
/// <summary>
/// Add the Entity to the Scene and back it up
/// </summary>
/// <param name="entity"></param>
/// <returns></returns>
public bool AddPrimToScene(ISceneEntity entity)
{
//Reset the entity IDs
ResetEntityIDs(entity);
//Force the prim to backup now that it has been added
entity.ForcePersistence();
//Tell the entity that they are being added to a scene
entity.AttachToScene(m_parentScene);
//Now save the entity that we have
return AddEntity(entity, false);
}
示例2: DelinkPartToScene
/// <summary>
/// Move this group from inside of another group into the Scene as a full member
/// This does not reset IDs so that it is updated correctly in the client
/// </summary>
/// <param name="entity"></param>
public void DelinkPartToScene(ISceneEntity entity)
{
//Force the prim to backup now that it has been added
entity.ForcePersistence();
//Tell the entity that they are being added to a scene
entity.RebuildPhysicalRepresentation(true, null);
//Now save the entity that we have
AddEntity(entity, false);
}
示例3: DelinkPartToScene
/// <summary>
/// Move this group from inside of another group into the Scene as a full member
/// This does not reset IDs so that it is updated correctly in the client
/// </summary>
/// <param name="entity"></param>
public void DelinkPartToScene (ISceneEntity entity)
{
//Force the prim to backup now that it has been added
entity.ForcePersistence();
//Tell the entity that they are being added to a scene
IOpenRegionSettingsModule WSModule = m_parentScene.RequestModuleInterface<IOpenRegionSettingsModule>();
if (WSModule != null)
entity.ApplyPhysics(WSModule.AllowPhysicalPrims);
else
entity.ApplyPhysics(true);
//Now save the entity that we have
AddEntity(entity, false);
}