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C# ISceneEntity.ForcePersistence方法代码示例

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);
 }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:16,代码来源:SceneGraph.cs

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);
 }
开发者ID:velus,项目名称:Async-Sim-Testing,代码行数:14,代码来源:SceneGraph.cs

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);
 }
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:18,代码来源:SceneGraph.cs


注:本文中的ISceneEntity.ForcePersistence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。