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C# Land.LandObject类代码示例

本文整理汇总了C#中OpenSim.Region.CoreModules.World.Land.LandObject的典型用法代码示例。如果您正苦于以下问题:C# LandObject类的具体用法?C# LandObject怎么用?C# LandObject使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


LandObject类属于OpenSim.Region.CoreModules.World.Land命名空间,在下文中一共展示了LandObject类的15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: GetLandObject

 public ILandObject GetLandObject(float x_float, float y_float)
 {
     if (m_landManagementModule != null)
     {
         return m_landManagementModule.GetLandObject(x_float, y_float);
     }
     
     ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
     obj.LandData.Name = "NO LAND";
     return obj;
 }
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:11,代码来源:LandChannel.cs

示例2: Clear

        public void Clear(bool setupDefaultParcel)
        {
            m_parcels.Clear();

            if (setupDefaultParcel)
            {
                ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
                obj.LandData.Name = "Your Parcel";
                m_parcels.Add(obj);
            }
        }
开发者ID:BackupTheBerlios,项目名称:seleon,代码行数:11,代码来源:TestLandChannel.cs

示例3: ResetSimLandObjects

        /// <summary>
        /// Resets the sim to the default land object (full sim piece of land owned by the default user)
        /// </summary>
        public void ResetSimLandObjects()
        {
            //Remove all the land objects in the sim and add a blank, full sim land object set to public
            lock (m_landList)
            {
                m_landList.Clear();
                m_lastLandLocalID = ParcelManagementModule.START_LAND_LOCAL_ID;
                m_landIDList.Initialize();
            }

            ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);

            fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY));
            
            if (fullSimParcel.LandData.OwnerID == UUID.Zero)
                fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;

            UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, fullSimParcel.LandData.OwnerID);

            while (fullSimParcel.LandData.OwnerID == UUID.Zero || account == null)
            {
                m_log.Warn("[ParcelManagement]: Could not find user for parcel, please give a valid user to make the owner");
                string userName = MainConsole.Instance.CmdPrompt("User Name:", "");
                if (userName == "")
                {
                    m_log.Warn("Put in a valid username.");
                    continue;
                }
                account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, userName);
                if (account != null)
                    fullSimParcel.LandData.OwnerID = account.PrincipalID;
                else
                    m_log.Warn("Could not find the user.");
            }
            m_log.Info("[ParcelManagement]: No land found for region " + m_scene.RegionInfo.RegionName +
                ", setting owner to " + fullSimParcel.LandData.OwnerID);
            fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
            fullSimParcel.SetInfoID();
            AddLandObject(fullSimParcel);
        }
开发者ID:x8ball,项目名称:Aurora-Sim,代码行数:43,代码来源:ParcelManagementModule.cs

示例4: GetLandObject

        public ILandObject GetLandObject(int x, int y)
        {
            //m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y);

            if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize)
            {
                return RootRegionLandChannel.GetLandObject(x, y);
            }
            else
            {
                int offsetX = (x / (int)Constants.RegionSize);
                int offsetY = (y / (int)Constants.RegionSize);
                offsetX *= (int)Constants.RegionSize;
                offsetY *= (int)Constants.RegionSize;

                foreach (RegionData regionData in RegionConnections)
                {
                    if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY)
                    {
                        return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
                    }
                }
                ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
                obj.landData.Name = "NO LAND";
                return obj;
            }
        }
开发者ID:Ideia-Boa,项目名称:diva-distribution,代码行数:27,代码来源:RegionCombinerModule.cs

示例5: Copy

        public ILandObject Copy()
        {
            ILandObject newLand = new LandObject(LandData.OwnerID, LandData.IsGroupOwned, m_scene);

            //Place all new variables here!
            newLand.LandBitmap = (bool[,]) (LandBitmap.Clone());
            newLand.LandData = LandData.Copy();

            return newLand;
        }
开发者ID:kow,项目名称:Aurora-Sim,代码行数:10,代码来源:LandObject.cs

示例6: Copy

 public ILandObject Copy()
 {
     ILandObject newLand = new LandObject(LandData, m_scene);
     newLand.LandBitmap = (bool[,]) (LandBitmap.Clone());
     return newLand;
 }
开发者ID:velus,项目名称:opensim,代码行数:6,代码来源:LandObject.cs

示例7: IncomingLandObjectFromStorage

 public void IncomingLandObjectFromStorage(LandData data)
 {
     ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
     new_land.LandData = data.Copy();
     new_land.SetLandBitmapFromByteArray();            
     AddLandObject(new_land);
 }
开发者ID:AkiraSonoda,项目名称:akisim,代码行数:7,代码来源:LandManagementModule.cs

示例8: IncomingLandObjectFromStorage

 private void IncomingLandObjectFromStorage(LandData data)
 {
     ILandObject new_land = new LandObject(data, m_scene);
     new_land.SetLandBitmapFromByteArray();            
     AddLandObject(new_land);
 }
开发者ID:Barosonix,项目名称:Barosonix-Core,代码行数:6,代码来源:LandManagementModule.cs

示例9: ResetSimLandObjects

        /// <summary>
        /// Resets the sim to the default land object (full sim piece of land owned by the default user)
        /// </summary>
        public void ResetSimLandObjects()
        {
            //Remove all the land objects in the sim and add a blank, full sim land object set to public
            lock (m_landList)
            {
                m_landList.Clear();
                m_lastLandLocalID = ParcelManagementModule.START_LAND_LOCAL_ID;
                m_landIDList.Initialize();
            }

            ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);

            fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
            fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
            fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
            fullSimParcel.SetInfoID();
            AddLandObject(fullSimParcel);
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:21,代码来源:ParcelManagementModule.cs

示例10: ResetSimLandObjects

        /// <summary>
        /// Resets the sim to the default land object (full sim piece of land owned by the default user)
        /// </summary>
        public void ResetSimLandObjects()
        {
            //Remove all the land objects in the sim and add a blank, full sim land object set to public
            lock (m_landList)
            {
                m_landList.Clear();
                m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
                m_landIDList.Initialize();
            }

            ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);

            fullSimParcel.setLandBitmap(fullSimParcel.getSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
            if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero)
                fullSimParcel.landData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
            else
                fullSimParcel.landData.OwnerID = m_scene.RegionInfo.MasterAvatarAssignedUUID;
            fullSimParcel.landData.ClaimDate = Util.UnixTimeSinceEpoch();
            AddLandObject(fullSimParcel);
        }
开发者ID:M-O-S-E-S,项目名称:halcyon,代码行数:23,代码来源:LandManagementModule.cs

示例11: IncomingLandObjectFromStorage

 public void IncomingLandObjectFromStorage(LandData data)
 {
     ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
     new_land.landData = data.Copy();
     new_land.setLandBitmapFromByteArray();
     new_land.landData.UpdateForcedAutoReturn(m_scene.RegionInfo.MaxAutoReturn);
     AddLandObject(new_land);
 }
开发者ID:M-O-S-E-S,项目名称:halcyon,代码行数:8,代码来源:LandManagementModule.cs

示例12: GetLandObject

        // Given a region position, return the parcel land object for that location
        private ILandObject GetLandObject(int x, int y, bool returnNullIfLandObjectNotFound)
        {
            ILandObject ret = null;

            if (x >= m_scene.RegionInfo.RegionSizeX || y >=  m_scene.RegionInfo.RegionSizeY || x < 0 || y < 0)
            {
                // These exceptions here will cause a lot of complaints from the users specifically because
                // they happen every time at border crossings
                if (returnNullIfLandObjectNotFound)
                    return null;
                else
                    throw new Exception(
                        String.Format("{0} GetLandObject for non-existant position. Region={1}, pos=<{2},{3}",
                                                LogHeader, m_scene.RegionInfo.RegionName, x, y)
                );
            }

            lock (m_landIDList)
            {
                try
                {
                    int landID = m_landIDList[x / landUnit, y / landUnit];
                    if (landID == 0)
                    {
                        // Zero is the uninitialized value saying there is no parcel for this location.
                        // This sometimes happens when terrain is resized.
                        if (m_landList.Count == 1)
                        {
                            int onlyParcelID = 0;
                            ILandObject onlyLandObject = null;
                            foreach (KeyValuePair<int, ILandObject> kvp in m_landList)
                            {
                                onlyParcelID = kvp.Key;
                                onlyLandObject = kvp.Value;
                                break;
                            }

                            // There is only one parcel. Grow it to fill all the unallocated spaces.
                            for (int xx = 0; xx < m_landIDList.GetLength(0); xx++)
                                for (int yy = 0; yy < m_landIDList.GetLength(1); yy++)
                                    if (m_landIDList[xx, yy] == 0)
                                        m_landIDList[xx, yy] = onlyParcelID;

                            onlyLandObject.LandBitmap = CreateBitmapForID(onlyParcelID);
                            landID = onlyParcelID;
                        }
                        else
                        {
                            // There are several other parcels so we must create a new one for the unassigned space
                            ILandObject newLand = new LandObject(UUID.Zero, false, m_scene);                                                
                            // Claim all the unclaimed "0" ids
                            newLand.SetLandBitmap(CreateBitmapForID(0));
                            newLand.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
                            newLand.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
                            AddLandObject(newLand);
                            landID = m_lastLandLocalID;
                        }
                    }

                    ret = m_landList[landID];
                }
                catch (IndexOutOfRangeException)
                {
                    m_log.ErrorFormat(
                        "{0} GetLandObject: Tried to retrieve land object from out of bounds co-ordinate ({1},{2}) in {3}. landListSize=({4},{5})",
                        LogHeader, x, y, m_scene.RegionInfo.RegionName, m_landIDList.GetLength(0), m_landIDList.GetLength(1));
                    return null;
                }
                catch
                {
                    m_log.ErrorFormat(
                        "{0} GetLandObject: LandID not in landlist. XY=<{1},{2}> in {3}. landID[x,y]={4}",
                        LogHeader, x, y, m_scene.RegionInfo.RegionName, m_landIDList[x/landUnit, y/landUnit]);
                    return null;
                }
            }
            return ret;
        }
开发者ID:SignpostMarv,项目名称:opensim,代码行数:79,代码来源:LandManagementModule.cs

示例13: EventManagerOnIncomingLandDataFromStorage

        public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data, Vector2 parcelOffset)
        {
            bool result = true;
#if (!ISWIN)
            foreach (LandData t in data)
            {
                if (!PreprocessIncomingLandObjectFromStorage(t, parcelOffset))
                {
                    result = false;
                }
            }
#else
            foreach (LandData t in data.Where(t => !PreprocessIncomingLandObjectFromStorage(t, parcelOffset)))
            {
                result = false;
            }
#endif
            List<ILandObject> newSimDefault = new List<ILandObject>();
            if (!result || data.Count == 0) //Force a new base first, then force a merge later
                newSimDefault = AllParcels().Count > 0 ? AllParcels() : new List<ILandObject>(new ILandObject[1] {ResetSimLandObjects()});

            foreach (LandData t in data)
            {
                ILandObject new_land = new LandObject(t.OwnerID, t.IsGroupOwned, m_scene);
                new_land.LandData = t;
                if (SetLandBitmapFromByteArray(new_land, !result, parcelOffset))
                    //Merge it into the large parcel if possible
                {
                    new_land.ForceUpdateLandInfo();
                    new_land.SetInfoID();
                    AddLandObject(new_land, true);
                }
            }
            if (AllParcels().Count == 0) //Serious fallback
                ResetSimLandObjects();
        }
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:36,代码来源:ParcelManagementModule.cs

示例14: Copy

        public ILandObject Copy()
        {
            ILandObject newLand = new LandObject(LandData.OwnerID, LandData.IsGroupOwned, m_scene);

            //Place all new variables here!
            newLand.LandData = LandData.Copy();

            return newLand;
        }
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:9,代码来源:LandObject.cs

示例15: IncomingLandObjectFromStorage

        private void IncomingLandObjectFromStorage(LandData data)
        {
            ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
            new_land.LandData = data.Copy();

            new_land.SetLandBitmapFromByteArray();            
            AddLandObject(new_land);
//            new_land.SendLandUpdateToAvatarsOverMe();
        }
开发者ID:nebadon2025,项目名称:opensimulator,代码行数:9,代码来源:LandManagementModule.cs


注:本文中的OpenSim.Region.CoreModules.World.Land.LandObject类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。