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類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);
}
}
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);
// }
}