本文整理汇总了C#中Universe.ScriptEngine.VirtualScript.LSL_Types.list类的典型用法代码示例。如果您正苦于以下问题:C# Universe.ScriptEngine.VirtualScript.LSL_Types.list类的具体用法?C# Universe.ScriptEngine.VirtualScript.LSL_Types.list怎么用?C# Universe.ScriptEngine.VirtualScript.LSL_Types.list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。
Universe.ScriptEngine.VirtualScript.LSL_Types.list类属于命名空间,在下文中一共展示了Universe.ScriptEngine.VirtualScript.LSL_Types.list类的20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: osGetAgents
// Get a list of all the avatars/agents in the region
public LSL_List osGetAgents()
{
// threat level is None as we could get this information with an
// in-world script as well, just not as efficient
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "osGetAgents", m_host, "OSSL", m_itemID))
return new LSL_List();
LSL_List result = new LSL_List();
World.ForEachScenePresence(delegate(IScenePresence sp)
{
if (!sp.IsChildAgent)
result.Add(new LSL_String(sp.Name));
});
return result;
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:16,代码来源:OS_Api.cs
示例2: osGetLinkPrimitiveParams
// Threat level is 'Low' because certain users could possibly be tricked into
// dropping an unverified script into one of their own objects, which could
// then gather the physical construction details of the object and transmit it
// to an unscrupulous third party, thus permitting unauthorized duplication of
// the object's form.
//
public LSL_List osGetLinkPrimitiveParams(int linknumber, LSL_List rules)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.High, "osGetLinkPrimitiveParams", m_host, "OSSL",
m_itemID)) return new LSL_List();
InitLSL();
LSL_List retVal = new LSL_List();
//Assign requested part directly
ISceneChildEntity part = m_host.ParentEntity.GetLinkNumPart(linknumber) as ISceneChildEntity;
//Check to see if the requested part exists (NOT null) and if so, get it's rules
if (part != null) retVal = m_LSL_Api.GetLinkPrimitiveParams(part, rules, true);
//Will retun rules for specific part, or an empty list if part == null
return retVal;
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:22,代码来源:OS_Api.cs
示例3: osList2Double
public double osList2Double(LSL_List src, int index)
{
// There is really no double type in OSSL. C# and other
// have one, but the current implementation of LSL_Types.list
// is not allowed to contain any.
// This really should be removed.
//
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "osList2Double", m_host, "OSSL", m_itemID))
return 0;
if (index < 0)
{
index = src.Length + index;
}
if (index >= src.Length)
{
return 0.0;
}
return Convert.ToDouble(src.Data[index]);
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:20,代码来源:OS_Api.cs
示例4: ConvertWindlightDayCycle
void ConvertWindlightDayCycle (WindlightDayCycle cycle, int preset, int rule, ref LSL_List list)
{
var skyDatas = cycle.Cycle.DataSettings.Values.ToList ();
var skyData = skyDatas [preset];
switch (rule) {
case ScriptBaseClass.WL_AMBIENT:
list.Add (new LSL_Rotation (skyData.ambient.X, skyData.ambient.Y,
skyData.ambient.Z, skyData.ambient.W));
break;
case ScriptBaseClass.WL_SKY_BLUE_DENSITY:
list.Add (new LSL_Rotation (skyData.blue_density.X, skyData.blue_density.Y,
skyData.blue_density.Z, skyData.blue_density.W));
break;
case ScriptBaseClass.WL_SKY_BLUR_HORIZON:
list.Add (new LSL_Rotation (skyData.blue_horizon.X, skyData.blue_horizon.Y,
skyData.blue_horizon.Z, skyData.blue_horizon.W));
break;
case ScriptBaseClass.WL_CLOUD_COLOR:
list.Add (new LSL_Rotation (skyData.cloud_color.X, skyData.cloud_color.Y,
skyData.cloud_color.Z, skyData.cloud_color.W));
break;
case ScriptBaseClass.WL_CLOUD_POS_DENSITY1:
list.Add (new LSL_Rotation (skyData.cloud_pos_density1.X, skyData.cloud_pos_density1.Y,
skyData.cloud_pos_density1.Z, skyData.cloud_pos_density1.W));
break;
case ScriptBaseClass.WL_CLOUD_POS_DENSITY2:
list.Add (new LSL_Rotation (skyData.cloud_pos_density2.X, skyData.cloud_pos_density2.Y,
skyData.cloud_pos_density2.Z, skyData.cloud_pos_density2.W));
break;
case ScriptBaseClass.WL_CLOUD_SCALE:
list.Add (new LSL_Rotation (skyData.cloud_scale.X, skyData.cloud_scale.Y,
skyData.cloud_scale.Z, skyData.cloud_scale.W));
break;
case ScriptBaseClass.WL_CLOUD_SCROLL_X:
list.Add (new LSL_Float (skyData.cloud_scroll_rate.X));
break;
case ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
list.Add (new LSL_Integer (skyData.enable_cloud_scroll.X));
break;
case ScriptBaseClass.WL_CLOUD_SCROLL_Y:
list.Add (new LSL_Float (skyData.cloud_scroll_rate.Y));
break;
case ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
list.Add (new LSL_Integer (skyData.enable_cloud_scroll.Y));
break;
case ScriptBaseClass.WL_CLOUD_SHADOW:
list.Add (new LSL_Rotation (skyData.cloud_shadow.X, skyData.cloud_shadow.Y,
skyData.cloud_shadow.Z, skyData.cloud_shadow.W));
break;
case ScriptBaseClass.WL_SKY_DENSITY_MULTIPLIER:
list.Add (new LSL_Rotation (skyData.density_multiplier.X, skyData.density_multiplier.Y,
skyData.density_multiplier.Z, skyData.density_multiplier.W));
break;
case ScriptBaseClass.WL_SKY_DISTANCE_MULTIPLIER:
list.Add (new LSL_Rotation (skyData.distance_multiplier.X, skyData.distance_multiplier.Y,
skyData.distance_multiplier.Z, skyData.distance_multiplier.W));
break;
case ScriptBaseClass.WL_SKY_GAMMA:
list.Add (new LSL_Rotation (skyData.gamma.X, skyData.gamma.Y, skyData.gamma.Z, skyData.gamma.W));
break;
case ScriptBaseClass.WL_SKY_GLOW:
list.Add (new LSL_Rotation (skyData.glow.X, skyData.glow.Y, skyData.glow.Z, skyData.glow.W));
break;
case ScriptBaseClass.WL_SKY_HAZE_DENSITY:
list.Add (new LSL_Rotation (skyData.haze_density.X, skyData.haze_density.Y,
skyData.haze_density.Z, skyData.haze_density.W));
break;
case ScriptBaseClass.WL_SKY_HAZE_HORIZON:
list.Add (new LSL_Rotation (skyData.haze_horizon.X, skyData.haze_horizon.Y,
skyData.haze_horizon.Z, skyData.haze_horizon.W));
break;
case ScriptBaseClass.WL_SKY_LIGHT_NORMALS:
list.Add (new LSL_Rotation (skyData.lightnorm.X, skyData.lightnorm.Y,
skyData.lightnorm.Z, skyData.lightnorm.W));
break;
case ScriptBaseClass.WL_SKY_MAX_ALTITUDE:
list.Add (new LSL_Rotation (skyData.max_y.X, skyData.max_y.Y, skyData.max_y.Z, skyData.max_y.W));
break;
case ScriptBaseClass.WL_SKY_STAR_BRIGHTNESS:
list.Add (new LSL_Float (skyData.star_brightness));
break;
case ScriptBaseClass.WL_SKY_SUNLIGHT_COLOR:
list.Add (new LSL_Rotation (skyData.sunlight_color.X, skyData.sunlight_color.Y,
skyData.sunlight_color.Z, skyData.sunlight_color.W));
break;
case ScriptBaseClass.WL_WATER_BLUR_MULTIPLIER:
list.Add (new LSL_Float (cycle.Water.blurMultiplier));
break;
case ScriptBaseClass.WL_WATER_FRESNEL_OFFSET:
list.Add (new LSL_Float (cycle.Water.fresnelOffset));
break;
case ScriptBaseClass.WL_WATER_FRESNEL_SCALE:
list.Add (new LSL_Float (cycle.Water.fresnelScale));
break;
case ScriptBaseClass.WL_WATER_NORMAL_MAP:
list.Add (new LSL_String (cycle.Water.normalMap));
break;
case ScriptBaseClass.WL_WATER_NORMAL_SCALE:
list.Add (new LSL_Vector (cycle.Water.normScale.X, cycle.Water.normScale.Y, cycle.Water.normScale.Z));
//.........这里部分代码省略.........
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:101,代码来源:AA_API.cs
示例5: aaWindlightSetScene
public LSL_Integer aaWindlightSetScene (int dayCycleIndex, LSL_List list)
{
IEnvironmentSettingsModule environmentSettings = World.RequestModuleInterface<IEnvironmentSettingsModule> ();
if (environmentSettings == null)
return ScriptBaseClass.WL_ERROR_NO_SCENE_SET;
WindlightDayCycle cycle = environmentSettings.GetCurrentDayCycle ();
if (cycle == null)
return ScriptBaseClass.WL_ERROR_NO_SCENE_SET;
if (!cycle.Cycle.IsStaticDayCycle)
return ScriptBaseClass.WL_ERROR_SCENE_MUST_BE_STATIC;
if (dayCycleIndex >= cycle.Cycle.DataSettings.Count)
return ScriptBaseClass.WL_ERROR_BAD_SETTING;
ConvertLSLToWindlight (ref cycle, dayCycleIndex, list);
environmentSettings.SetDayCycle (cycle);
environmentSettings.TriggerWindlightUpdate (1);
return ScriptBaseClass.WL_OK;
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:22,代码来源:AA_API.cs
示例6: ConvertLSLToWindlight
void ConvertLSLToWindlight (ref WindlightDayCycle cycle, int preset, LSL_List list)
{
var skyDatas = cycle.Cycle.DataSettings.Values.ToList ();
var skyData = skyDatas [preset];
for (int i = 0; i < list.Data.Length; i += 2) {
int key = list.GetLSLIntegerItem (i);
switch (key) {
case ScriptBaseClass.WL_AMBIENT: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.ambient = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_CLOUD_COLOR: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.cloud_color = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_CLOUD_POS_DENSITY1: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.cloud_pos_density1 = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_CLOUD_POS_DENSITY2: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.cloud_pos_density2 = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_CLOUD_SCALE: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.cloud_scale = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_CLOUD_SCROLL_X: {
LSL_Integer integer = list.GetLSLIntegerItem (i + 1);
skyData.cloud_scroll_rate.X = integer;
break;
}
case ScriptBaseClass.WL_CLOUD_SCROLL_Y: {
LSL_Integer integer = list.GetLSLIntegerItem (i + 1);
skyData.cloud_scroll_rate.Y = integer;
break;
}
case ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK: {
LSL_Integer integer = list.GetLSLIntegerItem (i + 1);
skyData.enable_cloud_scroll.X = integer;
break;
}
case ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK: {
LSL_Integer integer = list.GetLSLIntegerItem (i + 1);
skyData.enable_cloud_scroll.Y = integer;
break;
}
case ScriptBaseClass.WL_CLOUD_SHADOW: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.cloud_shadow = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_BLUE_DENSITY: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.blue_density = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_BLUR_HORIZON: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.blue_horizon = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_DENSITY_MULTIPLIER: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.density_multiplier = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_DISTANCE_MULTIPLIER: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.distance_multiplier = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_GAMMA: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.gamma = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_GLOW: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.glow = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_HAZE_DENSITY: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.haze_density = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_HAZE_HORIZON: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
skyData.haze_horizon = rot.ToVector4 ();
break;
}
case ScriptBaseClass.WL_SKY_LIGHT_NORMALS: {
LSL_Rotation rot = list.GetQuaternionItem (i + 1);
//.........这里部分代码省略.........
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:101,代码来源:AA_API.cs
示例7: osMatchString
public LSL_List osMatchString(string src, string pattern, int start)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.High, "osMatchString", m_host, "OSSL", m_itemID))
return new LSL_List();
LSL_List result = new LSL_List();
// Normalize indices (if negative).
// After normlaization they may still be
// negative, but that is now relative to
// the start, rather than the end, of the
// sequence.
if (start < 0)
{
start = src.Length + start;
}
if (start < 0 || start >= src.Length)
{
return result; // empty list
}
// Find matches beginning at start position
Regex matcher = new Regex(pattern);
Match match = matcher.Match(src, start);
while (match.Success)
{
foreach (Group g in match.Groups)
{
if (g.Success)
{
result.Add(new LSL_Integer(g.Value));
result.Add(new LSL_Integer(g.Index));
}
}
match = match.NextMatch();
}
return result;
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:40,代码来源:OS_Api.cs
示例8: aaWindlightGetScene
public LSL_List aaWindlightGetScene (int dayCycleIndex, LSL_List rules)
{
IEnvironmentSettingsModule environmentSettings = World.RequestModuleInterface<IEnvironmentSettingsModule> ();
if (environmentSettings == null)
return new LSL_List (new object [] { ScriptBaseClass.WL_ERROR, ScriptBaseClass.WL_ERROR_NO_SCENE_SET });
WindlightDayCycle cycle = environmentSettings.GetCurrentDayCycle ();
if (cycle == null)
return new LSL_List (new object [] { ScriptBaseClass.WL_ERROR, ScriptBaseClass.WL_ERROR_NO_SCENE_SET });
if (cycle.Cycle.IsStaticDayCycle)
return
new LSL_List (new object []
{ScriptBaseClass.WL_ERROR, ScriptBaseClass.WL_ERROR_SCENE_MUST_NOT_BE_STATIC});
if (dayCycleIndex >= cycle.Cycle.DataSettings.Count)
return new LSL_List (new object [] { ScriptBaseClass.WL_ERROR, ScriptBaseClass.WL_ERROR_NO_PRESET_FOUND });
LSL_List list = new LSL_List ();
for (int i = 0; i < rules.Data.Length; i++) {
int rule = rules.GetLSLIntegerItem (i);
ConvertWindlightDayCycle (cycle, dayCycleIndex, rule, ref list);
}
return list;
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:26,代码来源:AA_API.cs
示例9: aaWindlightGetDayCycle
public LSL_List aaWindlightGetDayCycle ()
{
IEnvironmentSettingsModule environmentSettings = World.RequestModuleInterface<IEnvironmentSettingsModule> ();
if (environmentSettings == null)
return new LSL_List (new object [] { ScriptBaseClass.WL_ERROR, ScriptBaseClass.WL_ERROR_NO_SCENE_SET });
WindlightDayCycle cycle = environmentSettings.GetCurrentDayCycle ();
if (cycle == null)
return new LSL_List (new object [] { ScriptBaseClass.WL_ERROR, ScriptBaseClass.WL_ERROR_NO_SCENE_SET });
if (cycle.Cycle.IsStaticDayCycle)
return new LSL_List (new object [] { 0, -1, cycle.Cycle.DataSettings ["-1"].preset_name });
LSL_List list = new LSL_List ();
int i = 0;
foreach (var key in cycle.Cycle.DataSettings) {
list.Add (i++);
list.Add (key.Key);
list.Add (key.Value.preset_name);
}
return list;
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:24,代码来源:AA_API.cs
示例10: osGetAvatarList
/// <summary>
/// Like osGetAgents but returns enough info for a radar
/// </summary>
/// <returns>Strided list of the UUID, position and name of each avatar in the region</returns>
public LSL_List osGetAvatarList()
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "osGetAvatarList", m_host, "OSSL", m_itemID))
return new LSL_List();
LSL_List result = new LSL_List();
World.ForEachScenePresence(delegate(IScenePresence avatar)
{
if (avatar != null && avatar.UUID != m_host.OwnerID)
{
if (!avatar.IsChildAgent)
{
result.Add(new LSL_Key(avatar.UUID.ToString()));
result.Add(new LSL_Vector(avatar.AbsolutePosition.X,
avatar.AbsolutePosition.Y,
avatar.AbsolutePosition.Z));
result.Add(new LSL_String(avatar.Name));
}
}
});
return result;
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:26,代码来源:OS_Api.cs
示例11: aaQueryDatabase
public LSL_List aaQueryDatabase (LSL_String key, LSL_String token)
{
if (!ScriptProtection.CheckThreatLevel (ThreatLevel.Moderate, "aaQueryDatabase", m_host, "AA", m_itemID))
return new LSL_List ();
List<string> query = AssetConnector.FindLSLData (token.m_string, key.m_string);
LSL_List list = new LSL_List (query.ToArray ());
return list;
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:10,代码来源:AA_API.cs
示例12: llSetLinkPrimitiveParams
public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;
List<IEntity> parts = GetLinkPartsAndEntities(linknumber);
foreach (IEntity part in parts)
SetPrimParams(part, rules, m_allowOpenSimParams);
PScriptSleep(m_sleepMsOnSetLinkPrimitiveParams);
}
开发者ID:VirtualReality,项目名称:Universe,代码行数:11,代码来源:LSL_Api.cs
示例13: osSetLinkPrimitiveParams
public void osSetLinkPrimitiveParams(LSL_Integer link, LSL_List rules)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Low, "osSetLinkPrimitiveParams", m_host, "OSSL", m_itemID))
return;
InitLSL();
List<IEntity> parts = m_LSL_Api.GetLinkPartsAndEntities(link);
foreach (IEntity part in parts)
m_LSL_Api.SetPrimParams(part, rules, true);
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:11,代码来源:OS_Api.cs
示例14: osGetPrimitiveParams
public LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.High, "osGetPrimitiveParams", m_host, "OSSL", m_itemID))
return new LSL_List();
InitLSL();
return m_LSL_Api.GetLinkPrimitiveParamsEx(prim, rules);
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:8,代码来源:OS_Api.cs
示例15: osFormatString
public LSL_String osFormatString(string str, LSL_List strings)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Low, "osFormatString", m_host, "OSSL", m_itemID))
return new LSL_String();
return String.Format(str, strings.Data);
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:7,代码来源:OS_Api.cs
示例16: aaSerializeXML
public LSL_String aaSerializeXML (LSL_List keys, LSL_List values)
{
if (!ScriptProtection.CheckThreatLevel (ThreatLevel.Moderate, "aaSerializeXML", m_host, "AA", m_itemID))
return new LSL_String ();
XmlDocument doc = new XmlDocument ();
for (int i = 0; i < keys.Length; i++) {
string key = keys.GetLSLStringItem (i);
string value = values.GetLSLStringItem (i);
XmlNode node = doc.CreateNode (XmlNodeType.Element, key, "");
node.InnerText = value;
doc.AppendChild (node);
}
return new LSL_String (doc.OuterXml);
}
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:16,代码来源:AA_API.cs
示例17: llSetPrimMediaParams
public LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules)
{
PScriptSleep(m_sleepMsOnSetPrimMediaParams);
// LSL Spec http://wiki.secondlife.com/wiki/LlSetPrimMediaParams says to fail silently if face is invalid
// Assuming silently fail means sending back STATUS_OK. Ideally, need to check this.
// Don't perform the media check directly
if (face < 0 || face > m_host.GetNumberOfSides() - 1)
return ScriptBaseClass.STATUS_OK;
return SetPrimMediaParams(m_host, face, rules);
}
开发者ID:VirtualReality,项目名称:Universe,代码行数:11,代码来源:LSL_Api.cs
示例18: GetLinkPrimitiveParamsEx
public LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules)
{
ISceneChildEntity obj = World.GetSceneObjectPart(prim);
if (obj == null)
return new LSL_List();
if (obj.OwnerID == m_host.OwnerID)
return new LSL_List();
return GetLinkPrimitiveParams(obj, rules, true);
}
开发者ID:VirtualReality,项目名称:Universe,代码行数:11,代码来源:LSL_Api.cs
示例19: llSetPrimitiveParams
public void llSetPrimitiveParams(LSL_List rules)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;
SetPrimParams(m_host, rules, m_allowOpenSimParams);
PScriptSleep(m_sleepMsOnSetPrimitiveParams);
}
开发者ID:VirtualReality,项目名称:Universe,代码行数:7,代码来源:LSL_Api.cs
示例20: llSetPayPrice
public void llSetPayPrice(int price, LSL_List quick_pay_buttons)
{
if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;
m_host.ParentEntity.RootChild.PayPrice[0] = price;
if (quick_pay_buttons.Data.Length > 0)
m_host.ParentEntity.RootChild.PayPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
else
m_host.ParentEntity.RootChild.PayPrice[1] = (LSL_Integer)(-2);
if (quick_pay_buttons.Data.Length > 1)
m_host.ParentEntity.RootChild.PayPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
else
m_host.ParentEntity.RootChild.PayPrice[2] = (LSL_Integer)(-2);
if (quick_pay_buttons.Data.Length > 2)
m_host.ParentEntity.RootChild.PayPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
else
m_host.ParentEntity.RootChild.PayPrice[3] = (LSL_Integer)(-2);
if (quick_pay_buttons.Data.Length > 3)
m_host.ParentEntity.RootChild.PayPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
else
m_host.ParentEntity.RootChild.PayPrice[4] = (LSL_Integer)(-2);
}
开发者ID:VirtualReality,项目名称:Universe,代码行数:22,代码来源:LSL_Api.cs
注:本文中的Universe.ScriptEngine.VirtualScript.LSL_Types.list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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