C# Class Universe.ScriptEngine.VirtualScript.EventManager

Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
Datei anzeigen Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Public Methods

Method Description
CheckIfEventShouldFire ( ScriptData ID, string FunctionName, object param ) : bool

This checks the minimum amount of time between script firings as well as control events, making sure that events do NOT fire after scripts reset, close or restart, etc

EventComplete ( QueueItemStruct QIS ) : void

This removes the event from the queue and allows it to be fired again

EventManager ( ScriptEngine _ScriptEngine ) : System
HookUpRegionEvents ( IScene Scene ) : void
at_rot_target ( uint localID, uint handle, Quaternion targetrot, Quaternion atrot ) : void
at_target ( uint localID, uint handle, System.Vector3 targetpos, System.Vector3 atpos ) : void
attach ( uint localID, UUID itemID, UUID avatar ) : void
changed ( ISceneChildEntity part, uint change ) : void
collision ( ISceneChildEntity part, ColliderArgs col ) : void
collision_end ( ISceneChildEntity part, ColliderArgs col ) : void
collision_start ( ISceneChildEntity part, ColliderArgs col ) : void
control ( ISceneChildEntity part, UUID itemID, UUID agentID, uint held, uint change ) : void
email ( uint localID, UUID itemID, string timeSent, string address, string subject, string message, int numLeft ) : void
land_collision ( ISceneChildEntity part, ColliderArgs col ) : void
land_collision_end ( ISceneChildEntity part, ColliderArgs col ) : void
land_collision_start ( ISceneChildEntity part, ColliderArgs col ) : void
money ( UUID primID, UUID agentID, int amount ) : bool
moving_end ( ISceneChildEntity part ) : void
moving_start ( ISceneChildEntity part ) : void
not_at_rot_target ( uint localID ) : void
not_at_target ( uint localID ) : void
rez_scripts ( ISceneChildEntity part, TaskInventoryItem items, int startParam, bool postOnRez, StateSource stateSource, UUID rezzedFrom, bool clearStateSaves ) : void

Start multiple scripts in the object

touch ( ISceneChildEntity part, ISceneChildEntity child, System.Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs ) : void
touch_end ( ISceneChildEntity part, ISceneChildEntity child, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs ) : void
touch_start ( ISceneChildEntity part, ISceneChildEntity child, System.Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs ) : void

Handles piping the proper stuff to The script engine for touching Including DetectedParams

Method Details

CheckIfEventShouldFire() public method

This checks the minimum amount of time between script firings as well as control events, making sure that events do NOT fire after scripts reset, close or restart, etc
public CheckIfEventShouldFire ( ScriptData ID, string FunctionName, object param ) : bool
ID ScriptData
FunctionName string
param object
return bool

EventComplete() public method

This removes the event from the queue and allows it to be fired again
public EventComplete ( QueueItemStruct QIS ) : void
QIS QueueItemStruct
return void

EventManager() public method

public EventManager ( ScriptEngine _ScriptEngine ) : System
_ScriptEngine ScriptEngine
return System

HookUpRegionEvents() public method

public HookUpRegionEvents ( IScene Scene ) : void
Scene IScene
return void

at_rot_target() public method

public at_rot_target ( uint localID, uint handle, Quaternion targetrot, Quaternion atrot ) : void
localID uint
handle uint
targetrot Quaternion
atrot Quaternion
return void

at_target() public method

public at_target ( uint localID, uint handle, System.Vector3 targetpos, System.Vector3 atpos ) : void
localID uint
handle uint
targetpos System.Vector3
atpos System.Vector3
return void

attach() public method

public attach ( uint localID, UUID itemID, UUID avatar ) : void
localID uint
itemID UUID
avatar UUID
return void

changed() public method

public changed ( ISceneChildEntity part, uint change ) : void
part ISceneChildEntity
change uint
return void

collision() public method

public collision ( ISceneChildEntity part, ColliderArgs col ) : void
part ISceneChildEntity
col Universe.Framework.Utilities.ColliderArgs
return void

collision_end() public method

public collision_end ( ISceneChildEntity part, ColliderArgs col ) : void
part ISceneChildEntity
col Universe.Framework.Utilities.ColliderArgs
return void

collision_start() public method

public collision_start ( ISceneChildEntity part, ColliderArgs col ) : void
part ISceneChildEntity
col Universe.Framework.Utilities.ColliderArgs
return void

control() public method

public control ( ISceneChildEntity part, UUID itemID, UUID agentID, uint held, uint change ) : void
part ISceneChildEntity
itemID UUID
agentID UUID
held uint
change uint
return void

email() public method

public email ( uint localID, UUID itemID, string timeSent, string address, string subject, string message, int numLeft ) : void
localID uint
itemID UUID
timeSent string
address string
subject string
message string
numLeft int
return void

land_collision() public method

public land_collision ( ISceneChildEntity part, ColliderArgs col ) : void
part ISceneChildEntity
col Universe.Framework.Utilities.ColliderArgs
return void

land_collision_end() public method

public land_collision_end ( ISceneChildEntity part, ColliderArgs col ) : void
part ISceneChildEntity
col Universe.Framework.Utilities.ColliderArgs
return void

land_collision_start() public method

public land_collision_start ( ISceneChildEntity part, ColliderArgs col ) : void
part ISceneChildEntity
col Universe.Framework.Utilities.ColliderArgs
return void

money() public method

public money ( UUID primID, UUID agentID, int amount ) : bool
primID UUID
agentID UUID
amount int
return bool

moving_end() public method

public moving_end ( ISceneChildEntity part ) : void
part ISceneChildEntity
return void

moving_start() public method

public moving_start ( ISceneChildEntity part ) : void
part ISceneChildEntity
return void

not_at_rot_target() public method

public not_at_rot_target ( uint localID ) : void
localID uint
return void

not_at_target() public method

public not_at_target ( uint localID ) : void
localID uint
return void

rez_scripts() public method

Start multiple scripts in the object
public rez_scripts ( ISceneChildEntity part, TaskInventoryItem items, int startParam, bool postOnRez, StateSource stateSource, UUID rezzedFrom, bool clearStateSaves ) : void
part ISceneChildEntity
items Universe.Framework.SceneInfo.TaskInventoryItem
startParam int
postOnRez bool
stateSource StateSource
rezzedFrom UUID
clearStateSaves bool
return void

touch() public method

public touch ( ISceneChildEntity part, ISceneChildEntity child, System.Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs ) : void
part ISceneChildEntity
child ISceneChildEntity
offsetPos System.Vector3
remoteClient IClientAPI
surfaceArgs Universe.Framework.ClientInterfaces.SurfaceTouchEventArgs
return void

touch_end() public method

public touch_end ( ISceneChildEntity part, ISceneChildEntity child, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs ) : void
part ISceneChildEntity
child ISceneChildEntity
remoteClient IClientAPI
surfaceArgs Universe.Framework.ClientInterfaces.SurfaceTouchEventArgs
return void

touch_start() public method

Handles piping the proper stuff to The script engine for touching Including DetectedParams
public touch_start ( ISceneChildEntity part, ISceneChildEntity child, System.Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs ) : void
part ISceneChildEntity
child ISceneChildEntity
offsetPos System.Vector3
remoteClient IClientAPI
surfaceArgs Universe.Framework.ClientInterfaces.SurfaceTouchEventArgs
return void