本文整理汇总了C#中InventoryItemBase类的典型用法代码示例。如果您正苦于以下问题:C# InventoryItemBase类的具体用法?C# InventoryItemBase怎么用?C# InventoryItemBase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。
InventoryItemBase类属于命名空间,在下文中一共展示了InventoryItemBase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: ShowDialog
public virtual void ShowDialog(string title, string description, string yes, string no, int minValue, int maxValue, InventoryItemBase item, ItemBuySellDialogAction action, VendorTriggerer vendor, IntValDialogCallback yesCallback, IntValDialogCallback noCallback)
{
// Don't call base class going directly to this.ShowDialog()
inventoryItem = item;
this.action = action;
this.vendor = vendor;
ShowDialog(string.Format(string.Format(title, item.name, item.description)), string.Format(description, item.name, item.description), yes, no, minValue, maxValue, yesCallback, noCallback);
}
开发者ID:L4w3s,项目名称:DOOM-Inspired-Dungon-Crawler,代码行数:8,代码来源:ItemBuySellDialog.cs
示例2: OnBoughtItemBackFromVendor
public void OnBoughtItemBackFromVendor(InventoryItemBase item, uint amount, VendorTriggerer vendor)
{
if (onBoughtItemBackFromVendor.Count > 0)
{
RunEvents(onBoughtItemBackFromVendor,
new plyEventArg("item", item),
new plyEventArg("itemID", (int)item.ID),
new plyEventArg("amount", (int)amount),
new plyEventArg("vendor", vendor));
}
}
开发者ID:predominant,项目名称:Treasure_Chest,代码行数:11,代码来源:VendorEventHandler.cs
示例3: CharacterOnUnEquippedItem
public void CharacterOnUnEquippedItem(InventoryItemBase item, uint itemID, uint slot, uint amount)
{
if (onUnEquippedItemEvents.Count > 0)
{
RunEvents(onUnEquippedItemEvents,
new plyEventArg("item", item),
new plyEventArg("itemID", (int)itemID),
new plyEventArg("slot", (int)slot),
new plyEventArg("amount", (int)amount));
}
}
开发者ID:predominant,项目名称:Treasure_Chest,代码行数:11,代码来源:CharactersEventHandler.cs
示例4: OnCraftSuccess
public void OnCraftSuccess(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, InventoryItemBase result)
{
if (onCraftingSuccess.Count > 0)
{
RunEvents(onCraftingSuccess,
new plyEventArg("item", result),
new plyEventArg("itemID", (int)result.ID),
new plyEventArg("category", category),
new plyEventArg("categoryID", (int)category.ID),
new plyEventArg("blueprint", blueprint),
new plyEventArg("blueprintID", (int)blueprint.ID));
}
}
开发者ID:predominant,项目名称:Treasure_Chest,代码行数:13,代码来源:CraftingEventHandler.cs
示例5: GetInventoryItem
public InventoryItemBase GetInventoryItem(InventoryItemBase item)
{
System.Console.WriteLine("[HGrid] GetInventory " + item.ID + " from " + ServerURL);
try
{
item = SynchronousRestSessionObjectPoster<Guid, InventoryItemBase>.BeginPostObject("POST", ServerURL + "/GetItem/", item.ID.Guid, "", "");
return item;
}
catch (Exception e)
{
System.Console.WriteLine("[HGrid]: Exception posting to inventory: " + e);
}
return null;
}
开发者ID:BogusCurry,项目名称:halcyon,代码行数:14,代码来源:InventoryClient.cs
示例6: GetInventoryItemAsync
public void GetInventoryItemAsync(InventoryItemBase item, ReturnResponse<InventoryItemBase> callBack)
{
System.Console.WriteLine("[HGrid] GetInventory from " + ServerURL);
try
{
RestSessionObjectPosterResponse<InventoryItemBase, InventoryItemBase> requester
= new RestSessionObjectPosterResponse<InventoryItemBase, InventoryItemBase>();
requester.ResponseCallback = callBack;
requester.BeginPostObject(ServerURL + "/GetItem/", item, string.Empty, string.Empty);
}
catch (Exception e)
{
System.Console.WriteLine("[HGrid]: Exception posting to inventory: " + e);
}
}
开发者ID:BogusCurry,项目名称:halcyon,代码行数:16,代码来源:InventoryClient.cs
示例7: Deserialize
/// <summary>
/// Deserialize item
/// </summary>
/// <param name = "serializedSettings"></param>
/// <returns></returns>
/// <exception cref = "System.Xml.XmlException"></exception>
public static InventoryItemBase Deserialize(byte[] serialization)
{
InventoryItemBase item = new InventoryItemBase();
StringReader reader = new StringReader(Encoding.ASCII.GetString(serialization, 0, serialization.Length));
XmlReader xtr = XmlReader.Create(reader);
//Uses byte[] directly... should be used once issues with it are fixed
//MemoryStream mr = new MemoryStream (serialization);
//StreamReader sr = new StreamReader (mr, Encoding.ASCII);
//XmlReader xtr = XmlTextReader.Create (sr);
xtr.ReadStartElement("InventoryItem");
item.Name = xtr.ReadElementString("Name");
item.ID = UUID.Parse(xtr.ReadElementString("ID"));
item.InvType = Convert.ToInt32(xtr.ReadElementString("InvType"));
item.CreatorId = xtr.ReadElementString("CreatorUUID");
try
{
item.CreatorData = xtr.ReadElementString("CreatorData");
}
catch
{
}
item.CreationDate = Convert.ToInt32(xtr.ReadElementString("CreationDate"));
item.Owner = UUID.Parse(xtr.ReadElementString("Owner"));
item.Description = xtr.ReadElementString("Description");
item.AssetType = Convert.ToInt32(xtr.ReadElementString("AssetType"));
item.AssetID = UUID.Parse(xtr.ReadElementString("AssetID"));
item.SaleType = Convert.ToByte(xtr.ReadElementString("SaleType"));
item.SalePrice = Convert.ToInt32(xtr.ReadElementString("SalePrice"));
item.BasePermissions = Convert.ToUInt32(xtr.ReadElementString("BasePermissions"));
item.CurrentPermissions = Convert.ToUInt32(xtr.ReadElementString("CurrentPermissions"));
item.EveryOnePermissions = Convert.ToUInt32(xtr.ReadElementString("EveryOnePermissions"));
item.NextPermissions = Convert.ToUInt32(xtr.ReadElementString("NextPermissions"));
item.Flags = Convert.ToUInt32(xtr.ReadElementString("Flags"));
item.GroupID = UUID.Parse(xtr.ReadElementString("GroupID"));
item.GroupOwned = Convert.ToBoolean(xtr.ReadElementString("GroupOwned"));
xtr.ReadEndElement();
xtr.Close();
return item;
}
开发者ID:savino1976,项目名称:Aurora-Sim,代码行数:50,代码来源:UserInventoryItemSerializer.cs
示例8: CreateItem
public InventoryItemBase CreateItem(UUID inventoryID, UUID assetID, string name, string description,
int assetType, int invType, UUID parentFolderID)
{
InventoryItemBase item = new InventoryItemBase();
item.Owner = libOwner;
item.CreatorId = libOwner.ToString();
item.ID = inventoryID;
item.AssetID = assetID;
item.Description = description;
item.Name = name;
item.AssetType = assetType;
item.InvType = invType;
item.Folder = parentFolderID;
item.BasePermissions = 0x7FFFFFFF;
item.EveryOnePermissions = 0x7FFFFFFF;
item.CurrentPermissions = 0x7FFFFFFF;
item.NextPermissions = 0x7FFFFFFF;
return item;
}
开发者ID:ChrisD,项目名称:opensim,代码行数:19,代码来源:LibraryRootFolder.cs
示例9: GetLLSDItems
public override OSDArray GetLLSDItems(string[] fields, string[] vals)
{
string query = "";
for (int i = 0; i < fields.Length; i++)
{
query += String.Format("where {0} = '{1}' and ", fields[i], vals[i]);
i++;
}
query = query.Remove(query.Length - 5);
if (fields[0] == "inventoryID")
{
IInventoryService invService = m_registry.RequestModuleInterface<IInventoryService>();
if (invService != null)
{
InventoryItemBase baseItem = new InventoryItemBase(UUID.Parse(vals[0]));
return BuildLLSDInventoryItems(invService.GetItem(baseItem));
}
}
return null;
}
开发者ID:chazzmac,项目名称:Aurora-Sim,代码行数:21,代码来源:RobustInventoryConnector.cs
示例10: SetLootableItemsClients
private void SetLootableItemsClients(string itemIDsString, PhotonMessageInfo info)
{
if (itemIDsString == "")
{
lootable.items = new InventoryItemBase[0];
return;
}
string[] itemIDs = itemIDsString.Split(',');
UnityEngine.Debug.Log("Received message from server to set items for lootable: " + itemIDs.Length);
var items = new InventoryItemBase[itemIDs.Length];
for (int i = 0; i < itemIDs.Length; i++)
{
var item = UnityEngine.Object.Instantiate<InventoryItemBase>(ItemManager.instance.items[int.Parse(itemIDs[i])]);
item.gameObject.SetActive(false);
item.transform.SetParent(transform);
items[i] = item;
}
lootable.items = items; // Set the lootable items for this object.
}
开发者ID:predominant,项目名称:Treasure_Chest,代码行数:23,代码来源:PhotonLootableObjectSyncer.cs
示例11: CopyWearablesAndAttachments
private AvatarAppearance CopyWearablesAndAttachments(UUID destination, UUID source,
AvatarAppearance avatarAppearance,
InventoryFolderBase destinationFolder, UUID agentid,
OSDMap itemsMap,
out List<InventoryItemBase> items)
{
if (destinationFolder == null)
throw new Exception("Cannot locate folder(s)");
items = new List<InventoryItemBase>();
List<InventoryItemBase> litems = new List<InventoryItemBase>();
foreach (KeyValuePair<string, OSD> kvp in itemsMap)
{
InventoryItemBase item = new InventoryItemBase();
item.FromOSD((OSDMap)kvp.Value);
MainConsole.Instance.Info("[AvatarArchive]: Loading item " + item.ID.ToString());
litems.Add(item);
}
// Wearables
AvatarWearable[] wearables = avatarAppearance.Wearables;
for (int i = 0; i < wearables.Length; i++)
{
AvatarWearable wearable = wearables[i];
for (int ii = 0; ii < wearable.Count; ii++)
{
if (wearable[ii].ItemID != UUID.Zero)
{
// Get inventory item and copy it
InventoryItemBase item = InventoryService.GetItem(UUID.Zero, wearable[ii].ItemID);
if (item == null)
{
//Attempt to get from the map if it doesn't already exist on the grid
item = litems.First((itm) => itm.ID == wearable[ii].ItemID);
}
if (item != null)
{
InventoryItemBase destinationItem = InventoryService.InnerGiveInventoryItem(destination,
destination,
item,
destinationFolder
.ID,
false, false);
items.Add(destinationItem);
MainConsole.Instance.DebugFormat("[RADMIN]: Added item {0} to folder {1}",
destinationItem.ID, destinationFolder.ID);
// Wear item
AvatarWearable newWearable = new AvatarWearable();
newWearable.Wear(destinationItem.ID, destinationItem.AssetID);
avatarAppearance.SetWearable(i, newWearable);
}
else
{
MainConsole.Instance.WarnFormat("[RADMIN]: Error transferring {0} to folder {1}",
wearable[ii].ItemID, destinationFolder.ID);
}
}
}
}
// Attachments
List<AvatarAttachment> attachments = avatarAppearance.GetAttachments();
foreach (AvatarAttachment attachment in attachments)
{
int attachpoint = attachment.AttachPoint;
UUID itemID = attachment.ItemID;
if (itemID != UUID.Zero)
{
// Get inventory item and copy it
InventoryItemBase item = InventoryService.GetItem(UUID.Zero, itemID);
if (item != null)
{
InventoryItemBase destinationItem = InventoryService.InnerGiveInventoryItem(destination,
destination, item,
destinationFolder.ID,
false, false);
items.Add(destinationItem);
MainConsole.Instance.DebugFormat("[RADMIN]: Added item {0} to folder {1}", destinationItem.ID,
destinationFolder.ID);
// Attach item
avatarAppearance.SetAttachment(attachpoint, destinationItem.ID, destinationItem.AssetID);
MainConsole.Instance.DebugFormat("[RADMIN]: Attached {0}", destinationItem.ID);
}
else
{
MainConsole.Instance.WarnFormat("[RADMIN]: Error transferring {0} to folder {1}", itemID,
destinationFolder.ID);
}
}
}
return avatarAppearance;
}
开发者ID:KSLcom,项目名称:Aurora-Sim,代码行数:99,代码来源:AppearanceArchiver.cs
示例12: ModifyAndMoveItem
public void ModifyAndMoveItem(InventoryItemBase item, UUID folderID)
{
IInventoryProviderSelector selector = ProviderRegistry.Instance.Get<IInventoryProviderSelector>();
ICheckedInventoryStorage provider = selector.GetCheckedProvider(m_userProfile.ID);
provider.ModifyAndMoveItem(m_userProfile.ID, item, folderID);
}
开发者ID:BogusCurry,项目名称:halcyon,代码行数:6,代码来源:CachedUserInfo.cs
示例13: OnRemovedItemPly
private void OnRemovedItemPly(InventoryItemBase item, uint itemID, uint slot, uint amount)
{
if (eventHandler != null)
eventHandler.CharacterOnUnEquippedItem(item, itemID, slot, amount);
}
开发者ID:predominant,项目名称:Treasure_Chest,代码行数:5,代码来源:CharactersCollectionEventsProxy.cs
示例14: UpdateItem
/// <summary>
/// Update an item in the user's inventory
/// </summary>
/// <param name="userID"></param>
/// <param name="itemInfo"></param>
public void UpdateItem(InventoryItemBase item)
{
if (m_hasReceivedInventory)
{
m_InventoryService.UpdateItem(item);
}
else
{
AddRequest(
new InventoryRequest(
Delegate.CreateDelegate(typeof(UpdateItemDelegate), this, "UpdateItem"),
new object[] { item }));
}
}
开发者ID:intari,项目名称:OpenSimMirror,代码行数:19,代码来源:CachedUserInfo.cs
示例15: ItemReceive
/// <summary>
/// Callback invoked when an item is received from an async request to the inventory service.
///
/// We're assuming here that items are always received after all the folders
/// received.
/// If folder is null, we will search for it starting from RootFolder (an O(n) operation),
/// otherwise we'll just put it into folder
/// </summary>
/// <param name="folderInfo"></param>
private void ItemReceive(InventoryItemBase itemInfo, InventoryFolderImpl folder)
{
// m_log.DebugFormat(
// "[INVENTORY CACHE]: Received item {0} {1} for user {2}",
// itemInfo.Name, itemInfo.ID, userID);
if (folder == null && RootFolder != null)
folder = RootFolder.FindFolder(itemInfo.Folder);
if (null == folder)
{
m_log.WarnFormat(
"Received item {0} {1} but its folder {2} does not exist",
itemInfo.Name, itemInfo.ID, itemInfo.Folder);
return;
}
lock (folder.Items)
{
folder.Items[itemInfo.ID] = itemInfo;
}
if (OnItemReceived != null)
OnItemReceived(itemInfo.ID);
}
开发者ID:intari,项目名称:OpenSimMirror,代码行数:35,代码来源:CachedUserInfo.cs
示例16: StoreItem
public bool StoreItem (InventoryItemBase item)
{
GD.Delete(m_itemsrealm, new string[1] { "inventoryID" }, new object[1] { item.ID });
return GD.Insert (m_itemsrealm, new string[20]{"assetID","assetType","inventoryName","inventoryDescription",
"inventoryNextPermissions","inventoryCurrentPermissions","invType","creatorID","inventoryBasePermissions",
"inventoryEveryOnePermissions","salePrice","saleType","creationDate","groupID","groupOwned",
"flags","inventoryID","avatarID","parentFolderID","inventoryGroupPermissions"}, new object[20]{
item.AssetID, item.AssetType, item.Name, item.Description, item.NextPermissions, item.CurrentPermissions,
item.InvType, item.CreatorId, item.BasePermissions, item.EveryOnePermissions, item.SalePrice, item.SaleType,
item.CreationDate, item.GroupID, item.GroupOwned ? "1" : "0", item.Flags, item.ID, item.Owner,
item.Folder, item.GroupPermissions});
}
开发者ID:kow,项目名称:Aurora-Sim,代码行数:12,代码来源:LocalInventoryConnector.cs
示例17: GiveInventoryItem
private InventoryItemBase GiveInventoryItem(UUID senderId, UUID recipient, InventoryItemBase item, InventoryFolderBase parentFolder)
{
InventoryItemBase itemCopy = new InventoryItemBase();
itemCopy.Owner = recipient;
itemCopy.CreatorId = item.CreatorId;
itemCopy.CreatorData = item.CreatorData;
itemCopy.ID = UUID.Random();
itemCopy.AssetID = item.AssetID;
itemCopy.Description = item.Description;
itemCopy.Name = item.Name;
itemCopy.AssetType = item.AssetType;
itemCopy.InvType = item.InvType;
itemCopy.Folder = UUID.Zero;
//Give full permissions for them
itemCopy.NextPermissions = (uint)PermissionMask.All;
itemCopy.GroupPermissions = (uint)PermissionMask.All;
itemCopy.EveryOnePermissions = (uint)PermissionMask.All;
itemCopy.CurrentPermissions = (uint)PermissionMask.All;
if (parentFolder == null)
{
InventoryFolderBase folder = InventoryService.GetFolderForType (recipient, (InventoryType)itemCopy.InvType, (AssetType)itemCopy.AssetType);
if (folder != null)
itemCopy.Folder = folder.ID;
else
{
InventoryFolderBase root = InventoryService.GetRootFolder(recipient);
if (root != null)
itemCopy.Folder = root.ID;
else
return null; // No destination
}
}
else
itemCopy.Folder = parentFolder.ID; //We already have a folder to put it in
itemCopy.GroupID = UUID.Zero;
itemCopy.GroupOwned = false;
itemCopy.Flags = item.Flags;
itemCopy.SalePrice = item.SalePrice;
itemCopy.SaleType = item.SaleType;
InventoryService.AddItem(itemCopy);
return itemCopy;
}
开发者ID:chazzmac,项目名称:Aurora-Sim,代码行数:48,代码来源:LLLoginService.cs
示例18: GiveInventoryItem
private InventoryItemBase GiveInventoryItem(UUID senderId, UUID recipient, UUID itemId, InventoryFolderBase parentFolder)
{
InventoryItemBase item = new InventoryItemBase(itemId, senderId);
item = m_scene.InventoryService.GetItem(item);
InventoryItemBase itemCopy = new InventoryItemBase();
itemCopy.Owner = recipient;
itemCopy.CreatorId = item.CreatorId;
itemCopy.ID = UUID.Random();
itemCopy.AssetID = item.AssetID;
itemCopy.Description = item.Description;
itemCopy.Name = item.Name;
itemCopy.AssetType = item.AssetType;
itemCopy.InvType = item.InvType;
itemCopy.Folder = UUID.Zero;
//Give full permissions for them
itemCopy.NextPermissions = (uint)PermissionMask.All;
itemCopy.GroupPermissions = (uint)PermissionMask.All;
itemCopy.EveryOnePermissions = (uint)PermissionMask.All;
itemCopy.CurrentPermissions = (uint)PermissionMask.All;
if (parentFolder == null)
{
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(recipient, (AssetType)itemCopy.AssetType);
if (folder != null)
itemCopy.Folder = folder.ID;
else
{
InventoryFolderBase root = m_scene.InventoryService.GetRootFolder(recipient);
if (root != null)
itemCopy.Folder = root.ID;
else
return null; // No destination
}
}
else
itemCopy.Folder = parentFolder.ID; //We already have a folder to put it in
itemCopy.GroupID = UUID.Zero;
itemCopy.GroupOwned = false;
itemCopy.Flags = item.Flags;
itemCopy.SalePrice = item.SalePrice;
itemCopy.SaleType = item.SaleType;
if (m_scene.InventoryService.AddItem(itemCopy))
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
}
return itemCopy;
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:56,代码来源:AppearanceArchiver.cs
示例19: HandleSaveAvatarArchive
protected void HandleSaveAvatarArchive(string module, string[] cmdparams)
{
if (cmdparams.Length != 7)
{
m_log.Debug("[AvatarArchive] Not enough parameters!");
}
UserAccount account = m_scene.UserAccountService.GetUserAccount(UUID.Zero, cmdparams[3], cmdparams[4]);
if (account == null)
{
m_log.Error("[AvatarArchive] User not found!");
return;
}
ScenePresence SP;
m_scene.TryGetScenePresence(account.PrincipalID, out SP);
if (SP == null)
return; //Bad people!
SP.ControllingClient.SendAlertMessage("Appearance saving in progress...");
AvatarData avatarData = m_scene.AvatarService.GetAvatar(account.PrincipalID);
AvatarAppearance appearance = avatarData.ToAvatarAppearance(account.PrincipalID);
StreamWriter writer = new StreamWriter(cmdparams[5]);
writer.Write("<avatar>\n");
writer.Write("<" + appearance.AvatarHeight + ">\n");
writer.Write("<" + appearance.BodyAsset + ">\n");
writer.Write("<" + appearance.BodyItem + ">\n");
writer.Write("<" + appearance.EyesAsset + ">\n");
writer.Write("<" + appearance.EyesItem + ">\n");
writer.Write("<" + appearance.GlovesAsset + ">\n");
writer.Write("<" + appearance.GlovesItem + ">\n");
writer.Write("<" + appearance.HairAsset + ">\n");
writer.Write("<" + appearance.HairItem + ">\n");
writer.Write("<" + appearance.HipOffset + ">\n");
writer.Write("<" + appearance.JacketAsset + ">\n");
writer.Write("<" + appearance.JacketItem + ">\n");
writer.Write("<" + appearance.Owner + ">\n");
writer.Write("<" + appearance.PantsAsset + ">\n");
writer.Write("<" + appearance.PantsItem + ">\n");
writer.Write("<" + appearance.Serial + ">\n");
writer.Write("<" + appearance.ShirtAsset + ">\n");
writer.Write("<" + appearance.ShirtItem + ">\n");
writer.Write("<" + appearance.ShoesAsset + ">\n");
writer.Write("<" + appearance.ShoesItem + ">\n");
writer.Write("<" + appearance.SkinAsset + ">\n");
writer.Write("<" + appearance.SkinItem + ">\n");
writer.Write("<" + appearance.SkirtAsset + ">\n");
writer.Write("<" + appearance.SkirtItem + ">\n");
writer.Write("<" + appearance.SocksAsset + ">\n");
writer.Write("<" + appearance.SocksItem + ">\n");
writer.Write("<" + appearance.UnderPantsAsset + ">\n");
writer.Write("<" + appearance.UnderPantsItem + ">\n");
writer.Write("<" + appearance.UnderShirtAsset + ">\n");
writer.Write("<" + appearance.UnderShirtItem + ">\n");
writer.Write("<VisualParams>\n");
foreach (Byte Byte in appearance.VisualParams)
{
writer.Write("</VP" + Convert.ToString(Byte) + ">\n");
}
writer.Write("</VisualParams>\n");
writer.Write("<wearables>\n");
foreach (AvatarWearable wear in appearance.Wearables)
{
writer.Write("<WA" + wear.AssetID + ">\n");
writer.Write("<WI" + wear.ItemID + ">\n");
}
writer.Write("</wearables>\n");
writer.Write("<TEXTURE" + appearance.Texture.ToString().Replace("\n", "") + "TEXTURE>\n");
writer.Write("</avatar>");
Hashtable attachments = appearance.GetAttachments();
writer.Write("<attachments>\n");
if (attachments != null)
{
foreach (DictionaryEntry element in attachments)
{
Hashtable attachInfo = (Hashtable)element.Value;
InventoryItemBase IB = new InventoryItemBase(UUID.Parse(attachInfo["item"].ToString()));
writer.Write("<AI" + attachInfo["item"] + ">\n");
writer.Write("<AA" + IB.AssetID + ">\n");
writer.Write("<AP" + (int)element.Key + ">\n");
}
}
writer.Write("</attachments>");
writer.Close();
writer.Dispose();
m_log.Debug("[AvatarArchive] Saved archive to " + cmdparams[5]);
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:88,代码来源:AppearanceArchiver.cs
示例20: ItemReceive
/// <summary>
/// Callback invoked when an item is received from an async request to the inventory service.
///
/// We're assuming here that items are always received after all the folders
/// received.
/// If folder is null, we will search for it starting from RootFolder (an O(n) operation),
/// otherwise we'll just put it into folder
/// </summary>
/// <param name="folderInfo"></param>
private void ItemReceive(InventoryItemBase itemInfo, InventoryFolderImpl folder)
{
if (OnItemReceived != null)
OnItemReceived(itemInfo.ID);
}
开发者ID:BogusCurry,项目名称:halcyon,代码行数:14,代码来源:CachedUserInfo.cs
注:本文中的InventoryItemBase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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