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C# scriptEvents类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中scriptEvents的典型用法代码示例。如果您正苦于以下问题:C# scriptEvents类的具体用法?C# scriptEvents怎么用?C# scriptEvents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。



scriptEvents类属于命名空间,在下文中一共展示了scriptEvents类的11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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: aggregateScriptEvents

        public void aggregateScriptEvents()
        {
            AggregateScriptEvents = 0;

            // Aggregate script events
            lock (m_scriptEvents)
            {
                foreach (scriptEvents s in m_scriptEvents.Values)
                {
                    AggregateScriptEvents |= s;
                }
            }

            uint objectflagupdate = 0;

            if (
                ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
                )
            {
                objectflagupdate |= (uint) PrimFlags.Touch;
            }

            if ((AggregateScriptEvents & scriptEvents.money) != 0)
            {
                objectflagupdate |= (uint) PrimFlags.Money;
            }

            if (AllowedDrop)
            {
                objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
            }

            if (
                ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
                ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
                ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
                ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
                ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
                (CollisionSound != UUID.Zero)
                )
            {
                // subscribe to physics updates.
                if (PhysActor != null)
                {
                    PhysActor.OnCollisionUpdate += PhysicsCollision;
                    PhysActor.SubscribeEvents(1000);
                }
            }
            else
            {
                if (PhysActor != null)
                {
                    PhysActor.UnSubscribeEvents();
                    PhysActor.OnCollisionUpdate -= PhysicsCollision;
                }
            }

            //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
            //{
            //    ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
            //}
            //else
            //{
            //    ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
            //}

            LocalFlags = (PrimFlags)objectflagupdate;

            if (ParentGroup != null && ParentGroup.RootPart == this)
            {
                ParentGroup.aggregateScriptEvents();
            }
            else
            {
//                m_log.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
                ScheduleFullUpdate();
            }
        }
开发者ID:justasabc,项目名称:opensim,代码行数:82,代码来源:SceneObjectPart.cs


示例2: SendLandCollisionEvent

        private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
        {
            if ((dest.RootPart.ScriptEvents & ev) != 0)
            {
                ColliderArgs LandCollidingMessage = new ColliderArgs();
                List<DetectedObject> colliding = new List<DetectedObject>();

                colliding.Add(CreateDetObjectForGround());
                LandCollidingMessage.Colliders = colliding;

                notify(dest.RootPart.LocalId, LandCollidingMessage);
            }
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:13,代码来源:ScenePresence.cs


示例3: RemoveScriptEvents

        public void RemoveScriptEvents(UUID scriptid)
        {
            lock (m_scriptEvents)
            {
                if (m_scriptEvents.ContainsKey(scriptid))
                {
                    scriptEvents oldparts = scriptEvents.None;
                    oldparts = (scriptEvents) m_scriptEvents[scriptid];

                    // remove values from aggregated script events
                    AggregateScriptEvents &= ~oldparts;
                    m_scriptEvents.Remove(scriptid);
                    aggregateScriptEvents();
                }
            }
        }
开发者ID:justasabc,项目名称:opensim,代码行数:16,代码来源:SceneObjectPart.cs


示例4: aggregateScriptEvents

        public void aggregateScriptEvents()
        {
            AggregateScriptEvents = 0;

            // Aggregate script events
            lock (m_scriptEvents)
            {
                foreach (scriptEvents s in m_scriptEvents.Values)
                {
                    AggregateScriptEvents |= s;
                }
            }

            uint objectflagupdate = 0;

            if (
                ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
                )
            {
                objectflagupdate |= (uint) PrimFlags.Touch;
            }

            if ((AggregateScriptEvents & scriptEvents.money) != 0)
            {
                objectflagupdate |= (uint) PrimFlags.Money;
            }

            if (AllowedDrop)
            {
                objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
            }

            // subscribe to physics updates.
            if (PhysActor != null)
            {
                PhysActor.OnCollisionUpdate += PhysicsCollision;
                PhysActor.SubscribeEvents(1000);
            }

            if (m_parentGroup == null)
            {
//                m_log.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents() since m_parentGroup == null", Name, LocalId);
                ScheduleUpdate(PrimUpdateFlags.FullUpdate);
                return;
            }

            LocalFlags=(PrimFlags)objectflagupdate;

            if (m_parentGroup != null && m_parentGroup.RootPart == this)
            {
                m_parentGroup.aggregateScriptEvents();
            }
            else
            {
//                m_log.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
                ScheduleUpdate(PrimUpdateFlags.PrimFlags);
            }
        }
开发者ID:KristenMynx,项目名称:Aurora-Sim,代码行数:62,代码来源:SceneObjectPart.cs


示例5: SendCollisionEvent

        private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
        {
            ColliderArgs CollidingMessage;

            if (colliders.Count > 0)
            {
                if ((dest.RootPart.ScriptEvents & ev) != 0)
                {
                    CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);

                    if (CollidingMessage.Colliders.Count > 0)
                        notify(dest.RootPart.LocalId, CollidingMessage);
                }
            }
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:15,代码来源:ScenePresence.cs


示例6: SendCollisionEvent

        private void SendCollisionEvent(scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
        {
            bool sendToRoot = false;
            ColliderArgs CollidingMessage;

            if (colliders.Count > 0)
            {
                if ((ScriptEvents & ev) != 0)
                {
                    CollidingMessage = CreateColliderArgs(this, colliders);

                    if (CollidingMessage.Colliders.Count > 0)
                        notify(LocalId, CollidingMessage);

                    if (PassCollisions)
                        sendToRoot = true;
                }
                else
                {
                    if ((ParentGroup.RootPart.ScriptEvents & ev) != 0)
                        sendToRoot = true;
                }
                if (sendToRoot && ParentGroup.RootPart != this)
                {
                    CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
                    if (CollidingMessage.Colliders.Count > 0)
                        notify(ParentGroup.RootPart.LocalId, CollidingMessage);
                }
            }
        }
开发者ID:VirTecIO,项目名称:opensim,代码行数:30,代码来源:SceneObjectPart.cs


示例7: aggregateScriptEvents

        public void aggregateScriptEvents()
        {
            if (ParentGroup == null || ParentGroup.RootPart == null)
                return;

            AggregateScriptEvents = 0;

            // Aggregate script events
            lock (m_scriptEvents)
            {
                foreach (scriptEvents s in m_scriptEvents.Values)
                {
                    AggregateScriptEvents |= s;
                }
            }

            uint objectflagupdate = 0;

            if (
                ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
                )
            {
                objectflagupdate |= (uint) PrimFlags.Touch;
            }

            if ((AggregateScriptEvents & scriptEvents.money) != 0)
            {
                objectflagupdate |= (uint) PrimFlags.Money;
            }

            if (AllowedDrop)
            {
                objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
            }

            SubscribeForCollisionEvents();

            //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
            //{
            //    ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
            //}
            //else
            //{
            //    ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
            //}

            LocalFlags = (PrimFlags)objectflagupdate;

            if (ParentGroup != null && ParentGroup.RootPart == this)
            {
                ParentGroup.aggregateScriptEvents();
            }
            else
            {
//                m_log.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
                ScheduleFullUpdate();
            }
        }
开发者ID:VirTecIO,项目名称:opensim,代码行数:61,代码来源:SceneObjectPart.cs


示例8: aggregateScriptEvents

        public void aggregateScriptEvents()
        {
            AggregateScriptEvents = 0;

            // Aggregate script events
            lock (m_scriptEvents)
            {
                foreach (scriptEvents s in m_scriptEvents.Values)
                {
                    AggregateScriptEvents |= s;
                }
            }

            uint objectflagupdate = 0;

            if (
                ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
                )
            {
                objectflagupdate |= (uint) PrimFlags.Touch;
            }

            if ((AggregateScriptEvents & scriptEvents.money) != 0)
            {
                objectflagupdate |= (uint) PrimFlags.Money;
            }

            if (AllowedDrop)
            {
                objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
            }

            // subscribe to physics updates.
            //We subscribe by default now... so 'shouldn't' need this
            if ((((AggregateScriptEvents & scriptEvents.collision) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
                 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0)
                ) && PhysActor != null)
            {
                if (!m_hasSubscribedToCollisionEvent)
                {
                    m_hasSubscribedToCollisionEvent = true;
                    PhysActor.OnCollisionUpdate += PhysicsCollision;
                    PhysActor.SubscribeEvents(1000);
                }
            }
            else if (PhysActor != null)
            {
                if (m_hasSubscribedToCollisionEvent)
                {
                    m_hasSubscribedToCollisionEvent = false;
                    PhysActor.OnCollisionUpdate -= PhysicsCollision;
                }
            }

            if (m_parentGroup == null)
            {
//                MainConsole.Instance.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents() since m_parentGroup == null", Name, LocalId);
                ScheduleUpdate(PrimUpdateFlags.FullUpdate);
                return;
            }

            LocalFlags = (PrimFlags) objectflagupdate;

            if (m_parentGroup != null && m_parentGroup.RootPart == this)
            {
                m_parentGroup.aggregateScriptEvents();
            }
            else
            {
//                MainConsole.Instance.DebugFormat(
//                    "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
                ScheduleUpdate(PrimUpdateFlags.PrimFlags);
            }
        }
开发者ID:JAllard,项目名称:Aurora-Sim,代码行数:81,代码来源:SceneObjectPart.cs


示例9: SendLandCollisionEvent

        private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
        {
            bool sendToRoot = true;

            ColliderArgs LandCollidingMessage = new ColliderArgs();
            List<DetectedObject> colliding = new List<DetectedObject>();
                
            colliding.Add(CreateDetObjectForGround());
            LandCollidingMessage.Colliders = colliding;

            if (Inventory.ContainsScripts())
            {
                if (!PassCollisions)
                    sendToRoot = false;
            }
            if ((ScriptEvents & ev) != 0)
                notify(LocalId, LandCollidingMessage);

            if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
            {
                notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
            }
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:23,代码来源:SceneObjectPart.cs


示例10: RemoveScriptEvents

 public void RemoveScriptEvents(UUID scriptid)
 {
     scriptEvents oldparts;
     if (m_scriptEvents.Remove(scriptid, out oldparts))
     {
         // remove values from aggregated script events
         AggregateScriptEvents &= ~oldparts;
         aggregateScriptEvents();
     }
 }
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:10,代码来源:SceneObjectPart.cs


示例11: aggregateScriptEvents

        public void aggregateScriptEvents()
        {
            AggregateScriptEvents = 0;

            // Aggregate script events
            lock (m_scriptEvents)
            {
                foreach (scriptEvents s in m_scriptEvents.Values)
                {
                    AggregateScriptEvents |= s;
                }
            }

            uint objectflagupdate = 0;

            if (
                ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
                )
            {
                objectflagupdate |= (uint) PrimFlags.Touch;
            }

            if ((AggregateScriptEvents & scriptEvents.money) != 0)
            {
                objectflagupdate |= (uint) PrimFlags.Money;
            }

            if (AllowedDrop)
            {
                objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
            }

            if (
                ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
                ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
                ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
                (CollisionSound != UUID.Zero)
                )
            {
                // subscribe to physics updates.
                if (PhysActor != null)
                {
                    PhysActor.OnCollisionUpdate += PhysicsCollision;
                    PhysActor.SubscribeEvents(1000);

                }
            }
            else
            {
                if (PhysActor != null)
                {
                    PhysActor.UnSubscribeEvents();
                    PhysActor.OnCollisionUpdate -= PhysicsCollision;
                }
            }

            if (m_parentGroup == null)
            {
                ScheduleFullUpdate();
                return;
            }

            if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
            {
                m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
            }
            else
            {
                m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
            }

            LocalFlags=(PrimFlags)objectflagupdate;

            if (m_parentGroup != null && m_parentGroup.RootPart == this)
                m_parentGroup.aggregateScriptEvents();
            else
                ScheduleFullUpdate();
        }
开发者ID:Ideia-Boa,项目名称:opensim,代码行数:80,代码来源:SceneObjectPart.cs



注:本文中的scriptEvents类示例整理自Github/MSDocs等源码及文档管理平台,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。


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