本文整理汇总了C#中OpenSim.Region.Framework.Scenes.SceneObjectGroup.StopScriptInstances方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObjectGroup.StopScriptInstances方法的具体用法?C# SceneObjectGroup.StopScriptInstances怎么用?C# SceneObjectGroup.StopScriptInstances使用的例子?那么, 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OpenSim.Region.Framework.Scenes.SceneObjectGroup
的用法示例。
在下文中一共展示了SceneObjectGroup.StopScriptInstances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: DeleteSceneObject
/// <summary>
/// Synchronously delete the given object from the scene.
/// </summary>
/// <param name="group">Object Id</param>
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
/// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para>
public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
{
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
if (removeScripts)
group.RemoveScriptInstances(true);
else
group.StopScriptInstances();
SceneObjectPart[] partList = group.Parts;
foreach (SceneObjectPart part in partList)
{
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
}
else if (part.PhysActor != null)
{
part.RemoveFromPhysics();
}
}
if (UnlinkSceneObject(group, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
}
group.DeleteGroupFromScene(silent);
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
}
示例2: DeleteSceneObject
/// <summary>
/// Synchronously delete the given object from the scene.
/// </summary>
/// <param name="group">Object Id</param>
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
/// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para>
public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
{
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
if (removeScripts)
group.RemoveScriptInstances(true);
else
group.StopScriptInstances();
List<ScenePresence> avatars = group.GetSittingAvatars();
foreach (ScenePresence av in avatars)
{
if(av.ParentUUID == UUID.Zero)
av.StandUp();
}
SceneObjectPart[] partList = group.Parts;
foreach (SceneObjectPart part in partList)
{
if (part.KeyframeMotion != null)
{
part.KeyframeMotion.Delete();
part.KeyframeMotion = null;
}
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
{
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
}
else if (part.PhysActor != null)
{
part.RemoveFromPhysics();
}
}
if (UnlinkSceneObject(group, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
}
group.DeleteGroupFromScene(silent);
// use this to mean also full delete
if (removeScripts)
group.Clear();
partList = null;
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
}