本文整理汇总了C#中InventoryType类的典型用法代码示例。如果您正苦于以下问题:C# InventoryType类的具体用法?C# InventoryType怎么用?C# InventoryType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。
InventoryType类属于命名空间,在下文中一共展示了InventoryType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: CreateInventoryItem
/// <summary>
/// Creates a notecard in the objects folder and specify an item id.
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="assetId"></param>
/// <param name="userId"></param>
/// <param name="type">Type of item to create</param>
/// <returns></returns>
public static InventoryItemBase CreateInventoryItem(
Scene scene, string itemName, UUID itemId, UUID assetId, UUID userId, InventoryType type)
{
AssetBase asset = null;
if (type == InventoryType.Notecard)
asset = AssetHelpers.CreateAsset(scene, userId);
else if (type == InventoryType.Object)
asset = AssetHelpers.CreateAsset(assetId, SceneHelpers.CreateSceneObject(1, userId));
else
throw new Exception(string.Format("Inventory type {0} not supported", type));
scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)type;
InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, AssetType.Notecard);
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
}
开发者ID:NovaGrid,项目名称:opensim,代码行数:39,代码来源:UserInventoryHelpers.cs
示例2: InventoryPage
internal InventoryPage(InventoryType type, StorageType storage, byte size, Item bag = null)
{
_type = type;
_storage = storage;
Size = size;
Bag = bag;
}
开发者ID:ephe-meral,项目名称:gw-interface,代码行数:7,代码来源:InventoryPage.cs
示例3: Create
public static InvPayload Create(InventoryType type, params UInt256[] hashes)
{
return new InvPayload
{
Inventories = hashes.Select(p => new InventoryVector { Type = type, Hash = p }).ToArray()
};
}
开发者ID:cole2295,项目名称:AntShares,代码行数:7,代码来源:InvPayload.cs
示例4: InventoryPouch
public InventoryPouch(InventoryType type, ushort[] legal, int maxcount, int offset, int size = -1)
{
Type = type;
LegalItems = legal;
MaxCount = maxcount;
Offset = offset;
PouchDataSize = size > -1 ? size : legal.Length;
}
开发者ID:themrrobert,项目名称:PKHeX,代码行数:8,代码来源:Inventory.cs
示例5: InventoryItem
public InventoryItem (ushort iD, byte index, uint count, uint flag, uint price, ushort extra, InventoryType loc)
{
ID = iD;
Index = index;
Count = count;
Flag = flag;
Price = price;
Extra = extra;
Location = loc;
}
开发者ID:rmforr2,项目名称:FFACETools_ffevo.net,代码行数:10,代码来源:Item.cs
示例6: Inventory
public Inventory(Character pOwner, InventoryType invtype, byte slotLimit = 96)
{
Items = new Dictionary<byte, Item>(slotLimit);
Equips = new Dictionary<short, Equip>();
if ((int)invtype >= 2 || (int)invtype <= 5)
ItemAmounts = new Dictionary<int, short>();
SlotLimit = slotLimit;
InventoryType = invtype;
Owner = pOwner;
}
开发者ID:DragonNeos,项目名称:serenity-maple,代码行数:12,代码来源:Inventory.cs
示例7: GetFolderForType
public virtual InventoryFolderBase GetFolderForType(UUID principalID, InventoryType invType, AssetType type)
{
Dictionary<string,object> ret = MakeRequest("GETFOLDERFORTYPE",
new Dictionary<string,object> {
{ "PRINCIPAL", principalID.ToString() },
{ "TYPE", ((int)type).ToString() },
{ "INVTYPE", ((int)invType).ToString() }
});
if (ret == null)
return null;
if (ret.Count == 0)
return null;
return BuildFolder((Dictionary<string, object>)ret["folder"]);
}
开发者ID:chazzmac,项目名称:Aurora-Sim,代码行数:16,代码来源:XInventoryConnector.cs
示例8: CreateInventoryItem
public static InventoryItem CreateInventoryItem(InventoryType type, UUID id)
{
switch (type)
{
case InventoryType.Texture: return new InventoryTexture(id);
case InventoryType.Sound: return new InventorySound(id);
case InventoryType.CallingCard: return new InventoryCallingCard(id);
case InventoryType.Landmark: return new InventoryLandmark(id);
case InventoryType.Object: return new InventoryObject(id);
case InventoryType.Notecard: return new InventoryNotecard(id);
case InventoryType.Category: return new InventoryCategory(id);
case InventoryType.LSL: return new InventoryLSL(id);
case InventoryType.Snapshot: return new InventorySnapshot(id);
case InventoryType.Attachment: return new InventoryAttachment(id);
case InventoryType.Wearable: return new InventoryWearable(id);
case InventoryType.Animation: return new InventoryAnimation(id);
case InventoryType.Gesture: return new InventoryGesture(id);
default: return new InventoryItem(type, id);
}
}
开发者ID:zadark,项目名称:par,代码行数:20,代码来源:InventoryFun.cs
示例9: AddInventoryItem
/// <summary>
/// Creates a notecard in the objects folder and specify an item id.
/// </summary>
/// <param name="scene"></param>
/// <param name="itemName"></param>
/// <param name="itemId"></param>
/// <param name="itemType"></param>
/// <param name="asset">The serialized asset for this item</param>
/// <param name="userId"></param>
/// <returns></returns>
private static InventoryItemBase AddInventoryItem(
Scene scene, string itemName, UUID itemId, InventoryType itemType, AssetBase asset, UUID userId)
{
scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.Name = itemName;
item.AssetID = asset.FullID;
item.ID = itemId;
item.Owner = userId;
item.AssetType = asset.Type;
item.InvType = (int)itemType;
InventoryFolderBase folder = scene.InventoryService.GetFolderForType(userId, (AssetType)asset.Type);
item.Folder = folder.ID;
scene.AddInventoryItem(item);
return item;
}
开发者ID:p07r0457,项目名称:opensim,代码行数:30,代码来源:UserInventoryHelpers.cs
示例10: Inventory
public Inventory(Int32 x, Int32 y, Int32 numPages)
{
_map = null;
_gridSpace = null;
_inventoryType = InventoryType.None;
_owner = null;
_doubleCheckBlock = false;
_dirty = false;
_x = x;
_y = y;
_numPages = numPages;
if (_x <= 0)
_x = 1;
if (_y <= 0)
_y = 1;
if (_numPages <= 0)
_numPages = 1;
CreateGridSpace();
}
开发者ID:4ptiv4,项目名称:GenesisSharp,代码行数:23,代码来源:Inventory.cs
示例11: TaskItemReceivedEventArgs
public TaskItemReceivedEventArgs(UUID itemID, UUID folderID, UUID creatorID, UUID assetID, InventoryType type)
{
this.m_ItemID = itemID;
this.m_FolderID = folderID;
this.m_CreatorID = creatorID;
this.m_AssetID = assetID;
this.m_Type = type;
}
开发者ID:RavenB,项目名称:gridsearch,代码行数:8,代码来源:InventoryManager.cs
示例12: CreateLink
/// <summary>
/// Creates inventory link to another inventory item or folder
/// </summary>
/// <param name="folderID">Put newly created link in folder with this UUID</param>
/// <param name="itemID">Original item's UUID</param>
/// <param name="name">Name</param>
/// <param name="description">Description</param>
/// <param name="assetType">Asset Type</param>
/// <param name="invType">Inventory Type</param>
/// <param name="transactionID">Transaction UUID</param>
/// <param name="callback">Method to call upon creation of the link</param>
public void CreateLink(UUID folderID, UUID itemID, string name, string description, AssetType assetType, InventoryType invType, UUID transactionID, ItemCreatedCallback callback)
{
LinkInventoryItemPacket create = new LinkInventoryItemPacket();
create.AgentData.AgentID = Client.Self.AgentID;
create.AgentData.SessionID = Client.Self.SessionID;
create.InventoryBlock.CallbackID = RegisterItemCreatedCallback(callback);
create.InventoryBlock.FolderID = folderID;
create.InventoryBlock.TransactionID = transactionID;
create.InventoryBlock.OldItemID = itemID;
create.InventoryBlock.Type = (sbyte)assetType;
create.InventoryBlock.InvType = (sbyte)invType;
create.InventoryBlock.Name = Utils.StringToBytes(name);
create.InventoryBlock.Description = Utils.StringToBytes(description);
Client.Network.SendPacket(create);
}
开发者ID:RavenB,项目名称:gridsearch,代码行数:28,代码来源:InventoryManager.cs
示例13: InventoryItem
/// <summary>
///
/// </summary>
/// <returns></returns>
public InventoryItem(SerializationInfo info, StreamingContext ctxt)
: base(info, ctxt)
{
AssetUUID = (UUID)info.GetValue("AssetUUID", typeof(UUID));
Permissions = (Permissions)info.GetValue("Permissions", typeof(Permissions));
AssetType = (AssetType)info.GetValue("AssetType", typeof(AssetType));
InventoryType = (InventoryType)info.GetValue("InventoryType", typeof(InventoryType));
CreatorID = (UUID)info.GetValue("CreatorID", typeof(UUID));
Description = (string)info.GetValue("Description", typeof(string));
GroupID = (UUID)info.GetValue("GroupID", typeof(UUID));
GroupOwned = (bool)info.GetValue("GroupOwned", typeof(bool));
SalePrice = (int)info.GetValue("SalePrice", typeof(int));
SaleType = (SaleType)info.GetValue("SaleType", typeof(SaleType));
Flags = (uint)info.GetValue("Flags", typeof(uint));
CreationDate = (DateTime)info.GetValue("CreationDate", typeof(DateTime));
LastOwnerID = (UUID)info.GetValue("LastOwnerID", typeof(UUID));
}
开发者ID:RavenB,项目名称:gridsearch,代码行数:21,代码来源:InventoryManager.cs
示例14: RequestCreateItemFromAsset
/// <summary>
/// Create an inventory item and upload asset data
/// </summary>
/// <param name="data">Asset data</param>
/// <param name="name">Inventory item name</param>
/// <param name="description">Inventory item description</param>
/// <param name="assetType">Asset type</param>
/// <param name="invType">Inventory type</param>
/// <param name="folderID">Put newly created inventory in this folder</param>
/// <param name="callback">Delegate that will receive feedback on success or failure</param>
public void RequestCreateItemFromAsset(byte[] data, string name, string description, AssetType assetType,
InventoryType invType, UUID folderID, ItemCreatedFromAssetCallback callback)
{
Permissions permissions = new Permissions();
permissions.EveryoneMask = PermissionMask.None;
permissions.GroupMask = PermissionMask.None;
permissions.NextOwnerMask = PermissionMask.All;
RequestCreateItemFromAsset(data, name, description, assetType, invType, folderID, permissions, callback);
}
开发者ID:RavenB,项目名称:gridsearch,代码行数:20,代码来源:InventoryManager.cs
示例15: GetFolderForType
public override InventoryFolderBase GetFolderForType(UUID principalID, InventoryType invType, AssetType type)
{
InventoryFolderBase invFolder = GetRootFolder (principalID);
switch (type)
{
case AssetType.Object:
InventoryFolderBase objFolder = GetFolderType (principalID, invFolder.ID, type);
if (objFolder == null)
objFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.Object, "Foreign Objects");
return objFolder;
case AssetType.LSLText:
InventoryFolderBase lslFolder = GetFolderType (principalID, invFolder.ID, type);
if (lslFolder == null)
lslFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.LSLText, "Foreign Scripts");
return lslFolder;
case AssetType.Notecard:
InventoryFolderBase ncFolder = GetFolderType (principalID, invFolder.ID, type);
if (ncFolder == null)
ncFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.Notecard, "Foreign Notecards");
return ncFolder;
case AssetType.Animation:
InventoryFolderBase aniFolder = GetFolderType (principalID, invFolder.ID, type);
if (aniFolder == null)
aniFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.Notecard, "Foreign Animiations");
return aniFolder;
case AssetType.Bodypart:
case AssetType.Clothing:
InventoryFolderBase clothingFolder = GetFolderType (principalID, invFolder.ID, AssetType.Clothing);
if (clothingFolder == null)
clothingFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.Clothing, "Foreign Clothing");
return clothingFolder;
case AssetType.Gesture:
InventoryFolderBase gestureFolder = GetFolderType (principalID, invFolder.ID, type);
if (gestureFolder == null)
gestureFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.Gesture, "Foreign Gestures");
return gestureFolder;
case AssetType.Landmark:
InventoryFolderBase lmFolder = GetFolderType (principalID, invFolder.ID, type);
if (lmFolder == null)
lmFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.Landmark, "Foreign Landmarks");
return lmFolder;
case AssetType.SnapshotFolder:
case AssetType.Texture:
InventoryFolderBase textureFolder = GetFolderType (principalID, invFolder.ID, type);
if (textureFolder == null)
textureFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.Landmark, "Foreign Textures");
return textureFolder;
case AssetType.Sound:
InventoryFolderBase soundFolder = GetFolderType (principalID, invFolder.ID, type);
if (soundFolder == null)
soundFolder = CreateFolder (principalID, invFolder.ID, (int)AssetType.Landmark, "Foreign Sounds");
return soundFolder;
default:
return invFolder;
}
}
开发者ID:KSLcom,项目名称:Aurora-HG-Plugin,代码行数:56,代码来源:HGExternalInventoryService.cs
示例16: InventoryVector
public InventoryVector(InventoryType type, uint256 hash)
{
Type = type;
Hash = hash;
}
开发者ID:woutersmit,项目名称:NBitcoin,代码行数:5,代码来源:InventoryVector.cs
示例17: GetItemCountByIndex
} // @ public uint GetItemCountByIndex(byte index, InventoryType location)
/// <summary>
/// Will get an item ID by index in the passed location
/// </summary>
/// <param name="index">Index of the item in your inventory</param>
/// <param name="location">InventoryType of the location to search (SINGLE LOCATION)</param>
public int GetItemIDByIndex (int index, InventoryType location)
{
if (IsSet(location, InventoryType.None))
return 0;
DoRangeChecks(index, location);
InventoryItem item = GetItem(index, location);
if (item != null)
return item.ID;
return 0;
} // @ public int GetItemIDByIndex(byte index, InventoryType location)
开发者ID:rmforr2,项目名称:FFACETools_ffevo.net,代码行数:18,代码来源:Item.cs
示例18: GetInventorySlotsByEquipSlot
public static IEnumerable<EquipSlot> GetInventorySlotsByEquipSlot(InventoryType type)
{
switch (type)
{
case InventoryType.Head:
yield return EquipSlot.Head;
break;
case InventoryType.Neck:
yield return EquipSlot.Neck;
break;
case InventoryType.Shoulders:
yield return EquipSlot.Shoulders;
break;
case InventoryType.Body:
yield return EquipSlot.Body;
break;
case InventoryType.Chest:
case InventoryType.Robe:
yield return EquipSlot.Chest;
break;
case InventoryType.Waist:
yield return EquipSlot.Waist;
break;
case InventoryType.Legs:
yield return EquipSlot.Legs;
break;
case InventoryType.Feet:
yield return EquipSlot.Feet;
break;
case InventoryType.Wrists:
yield return EquipSlot.Wrists;
break;
case InventoryType.Hands:
yield return EquipSlot.Hands;
break;
case InventoryType.Finger:
yield return EquipSlot.Finger1;
yield return EquipSlot.Finger2;
break;
case InventoryType.Trinket:
yield return EquipSlot.Trinket1;
yield return EquipSlot.Trinket2;
break;
case InventoryType.Weapon:
yield return EquipSlot.MainHand;
yield return EquipSlot.OffHand;
break;
case InventoryType.Shield:
case InventoryType.WeaponOffHand:
case InventoryType.Holdable:
yield return EquipSlot.OffHand;
break;
case InventoryType.Ranged:
case InventoryType.Thrown:
case InventoryType.RangedRight:
case InventoryType.Relic:
yield return EquipSlot.Ranged;
break;
case InventoryType.Cloak:
yield return EquipSlot.Back;
break;
case InventoryType.TwoHandedWeapon:
{
yield return EquipSlot.MainHand;
// TODO: Check for titan's grip
//bool flag = Manager.LocalPlayer.Class == WoWClass.Warrior && WoWScript.Execute<int>(InventoryManager.#a(61464), 4u) > 0;
//var mainHand = Manager.LocalPlayer.GetEquippedItem(EquipSlot.MainHand);
//if (flag && mainHand != null && mainHand.ItemInfo.InventoryType == InventoryType.TwoHandedWeapon)
//{
// yield return EquipSlot.OffHand;
//}
break;
}
case InventoryType.Bag:
case InventoryType.Quiver:
yield return EquipSlot.Bag1;
yield return EquipSlot.Bag2;
yield return EquipSlot.Bag3;
yield return EquipSlot.Bag4;
break;
case InventoryType.Tabard:
yield return EquipSlot.Tabard;
break;
case InventoryType.WeaponMainHand:
yield return EquipSlot.MainHand;
break;
}
}
开发者ID:Wrongusername,项目名称:IceFlake,代码行数:88,代码来源:WoWItem.cs
示例19: InventoryTypeToString
public static string InventoryTypeToString(InventoryType type)
{
return _InventoryTypeNames[(int)type];
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:4,代码来源:InventoryManager.cs
示例20: RequestCreateItemFromAsset
public void RequestCreateItemFromAsset(byte[] data, string name, string description, AssetType assetType,
InventoryType invType, LLUUID folderID, ItemCreatedFromAssetCallback callback)
{
if (_Client.Network.CurrentSim == null || _Client.Network.CurrentSim.Caps == null)
throw new Exception("NewFileAgentInventory capability is not currently available");
Uri url = _Client.Network.CurrentSim.Caps.CapabilityURI("NewFileAgentInventory");
if (url != null)
{
LLSDMap query = new LLSDMap();
query.Add("folder_id", LLSD.FromUUID(folderID));
query.Add("asset_type", LLSD.FromString(AssetTypeToString(assetType)));
query.Add("inventory_type", LLSD.FromString(InventoryTypeToString(invType)));
query.Add("name", LLSD.FromString(name));
query.Add("description", LLSD.FromString(description));
byte[] postData = StructuredData.LLSDParser.SerializeXmlBytes(query);
// Make the request
CapsClient request = new CapsClient(url);
request.OnComplete += new CapsClient.CompleteCallback(CreateItemFromAssetResponse);
request.UserData = new KeyValuePair<ItemCreatedFromAssetCallback, byte[]>(callback, data);
request.StartRequest(postData);
}
else
{
throw new Exception("NewFileAgentInventory capability is not currently available");
}
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:30,代码来源:InventoryManager.cs
注:本文中的InventoryType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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