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C# SceneObjectGroup.ContainsScripts方法代碼示例

本文整理匯總了C#中OpenSim.Region.Framework.Scenes.SceneObjectGroup.ContainsScripts方法的典型用法代碼示例。如果您正苦於以下問題:C# SceneObjectGroup.ContainsScripts方法的具體用法?C# SceneObjectGroup.ContainsScripts怎麽用?C# SceneObjectGroup.ContainsScripts使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在OpenSim.Region.Framework.Scenes.SceneObjectGroup的用法示例。


在下文中一共展示了SceneObjectGroup.ContainsScripts方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: UpdateKnownItem

        /// <summary>
        /// Update the attachment asset for the new sog details if they have changed.
        /// </summary>
        /// <remarks>
        /// This is essential for preserving attachment attributes such as permission.  Unlike normal scene objects,
        /// these details are not stored on the region.
        /// </remarks>
        /// <param name="sp"></param>
        /// <param name="grp"></param>
        private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp)
        {
            if (grp.HasGroupChanged || grp.ContainsScripts())
            {
                m_log.DebugFormat(
                    "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
                    grp.UUID, grp.AttachmentPoint);

                string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);

                InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), sp.UUID);
                item = m_scene.InventoryService.GetItem(item);

                if (item != null)
                {
                    AssetBase asset = m_scene.CreateAsset(
                        grp.GetPartName(grp.LocalId),
                        grp.GetPartDescription(grp.LocalId),
                        (sbyte)AssetType.Object,
                        Utils.StringToBytes(sceneObjectXml),
                        sp.UUID);
                    m_scene.AssetService.Store(asset);

                    item.AssetID = asset.FullID;
                    item.Description = asset.Description;
                    item.Name = asset.Name;
                    item.AssetType = asset.Type;
                    item.InvType = (int)InventoryType.Object;

                    m_scene.InventoryService.UpdateItem(item);

                    // this gets called when the agent logs off!
                    if (sp.ControllingClient != null)
                        sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
                }
            }
            else
            {
                m_log.DebugFormat(
                    "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
                    grp.UUID, grp.AttachmentPoint);
            }
        }
開發者ID:4U2NV,項目名稱:opensim,代碼行數:52,代碼來源:AttachmentsModule.cs

示例2: UpdateKnownItem

        /// <summary>
        /// Update the attachment asset for the new sog details if they have changed.
        /// </summary>
        /// <remarks>
        /// This is essential for preserving attachment attributes such as permission.  Unlike normal scene objects,
        /// these details are not stored on the region.
        /// </remarks>
        /// <param name="sp"></param>
        /// <param name="grp"></param>
        private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
        {
            // Saving attachments for NPCs messes them up for the real owner!
            INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
            if (module != null)
            {
                if (module.IsNPC(sp.UUID, m_scene))
                    return;
            }

            if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts()))
            {
//                m_log.DebugFormat(
//                    "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
//                    grp.UUID, grp.AttachmentPoint);

                string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);

                InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID);
                item = m_scene.InventoryService.GetItem(item);

                if (item != null)
                {
                    AssetBase asset = m_scene.CreateAsset(
                        grp.GetPartName(grp.LocalId),
                        grp.GetPartDescription(grp.LocalId),
                        (sbyte)AssetType.Object,
                        Utils.StringToBytes(sceneObjectXml),
                        sp.UUID);
                    m_scene.AssetService.Store(asset);

                    item.AssetID = asset.FullID;
                    item.Description = asset.Description;
                    item.Name = asset.Name;
                    item.AssetType = asset.Type;
                    item.InvType = (int)InventoryType.Object;

                    m_scene.InventoryService.UpdateItem(item);

                    // this gets called when the agent logs off!
                    if (sp.ControllingClient != null)
                        sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
                }
                grp.HasGroupChanged = false; // Prevent it being saved over and over
            }
//            else
//            {
//                m_log.DebugFormat(
//                    "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
//                    grp.UUID, grp.AttachmentPoint);
//            }
        }
開發者ID:JAllard,項目名稱:opensim,代碼行數:61,代碼來源:AttachmentsModule.cs


注:本文中的OpenSim.Region.Framework.Scenes.SceneObjectGroup.ContainsScripts方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。