C# Class Universe.ScriptEngine.VirtualScript.ScriptData

Datei anzeigen Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Public Properties

Property Type Description
Apis IScriptApi>.Dictionary
AppDomain System.AppDomain
AssemblyName string
AtRotTargetInQueue bool
AtTargetInQueue bool
ChangedInQueue List
CollisionInQueue bool
Compiled bool
ControlEventsInQueue int
Disabled bool
EventDelayTicks long
IgnoreNew bool
InventoryItem Universe.Framework.SceneInfo.TaskInventoryItem
ItemID UUID
LandCollisionInQueue bool
LastControlLevel int
LastDetectParams Universe.ScriptEngine.VirtualScript.DetectParams[]
Loading bool
MovingInQueue bool
NextEventTimeTicks long
NoSensorInQueue bool
NotAtRotTargetInQueue bool
NotAtTargetInQueue bool
Part ISceneChildEntity
PluginData OSDMap
PostOnRez bool
RemoveCollisionEvents bool
RemoveLandCollisionEvents bool
RemoveTouchEvents bool
RezzedFrom UUID
Running bool
Script IScript
ScriptEventLock object
ScriptScore int
SensorInQueue bool
Source string
StartParam int
StartedFromSavedState bool
State string
Suspended bool
TargetOmegaWasSet bool
TimerInQueue bool
TouchInQueue bool
UserInventoryItemID UUID
VersionID long
World IScene
stateSource StateSource

Public Methods

Method Description
CheckAddEventToQueue ( QueueItemStruct itm ) : bool
CloseAndDispose ( bool shouldbackup ) : void

This closes the script, removes it from any known spots, and disposes of itself.

DisplayUserNotification ( string message, string stage, bool postScriptCAPSError, bool IsError ) : void
EventQueuePoke ( object o ) : void
FireEvents ( ) : void

Fires the events after the compiling has occurred

ReleaseControls ( ) : void

Removes any permissions the script may have on other avatars.

ResetEvents ( ) : void
ScriptData ( ScriptEngine engine ) : System
SetEventParams ( QueueItemStruct itm ) : bool
Start ( LUStruct startInfo ) : bool

This starts the script and sets up the variables.

Suspend ( ) : void
ToString ( ) : string

Private Methods

Method Description
ChangeState ( string state ) : void
Reset ( ) : void

This resets the script back to its default state.

SetApis ( ) : void

Sets up the APIs for the script

Method Details

CheckAddEventToQueue() public method

public CheckAddEventToQueue ( QueueItemStruct itm ) : bool
itm QueueItemStruct
return bool

CloseAndDispose() public method

This closes the script, removes it from any known spots, and disposes of itself.
public CloseAndDispose ( bool shouldbackup ) : void
shouldbackup bool Should we back up this script and fire state_exit?
return void

DisplayUserNotification() public method

public DisplayUserNotification ( string message, string stage, bool postScriptCAPSError, bool IsError ) : void
message string
stage string
postScriptCAPSError bool
IsError bool
return void

EventQueuePoke() public method

public EventQueuePoke ( object o ) : void
o object
return void

FireEvents() public method

Fires the events after the compiling has occurred
public FireEvents ( ) : void
return void

ReleaseControls() public method

Removes any permissions the script may have on other avatars.
public ReleaseControls ( ) : void
return void

ResetEvents() public method

public ResetEvents ( ) : void
return void

ScriptData() public method

public ScriptData ( ScriptEngine engine ) : System
engine ScriptEngine
return System

SetEventParams() public method

public SetEventParams ( QueueItemStruct itm ) : bool
itm QueueItemStruct
return bool

Start() public method

This starts the script and sets up the variables.
public Start ( LUStruct startInfo ) : bool
startInfo LUStruct
return bool

Suspend() public method

public Suspend ( ) : void
return void

ToString() public method

public ToString ( ) : string
return string

Property Details

Apis public_oe property

public Dictionary Apis
return IScriptApi>.Dictionary

AppDomain public_oe property

public AppDomain,System AppDomain
return System.AppDomain

AssemblyName public_oe property

public string AssemblyName
return string

AtRotTargetInQueue public_oe property

public bool AtRotTargetInQueue
return bool

AtTargetInQueue public_oe property

public bool AtTargetInQueue
return bool

ChangedInQueue public_oe property

public List ChangedInQueue
return List

CollisionInQueue public_oe property

public bool CollisionInQueue
return bool

Compiled public_oe property

public bool Compiled
return bool

ControlEventsInQueue public_oe property

public int ControlEventsInQueue
return int

Disabled public_oe property

public bool Disabled
return bool

EventDelayTicks public_oe property

public long EventDelayTicks
return long

IgnoreNew public_oe property

public bool IgnoreNew
return bool

InventoryItem public_oe property

public TaskInventoryItem,Universe.Framework.SceneInfo InventoryItem
return Universe.Framework.SceneInfo.TaskInventoryItem

ItemID public_oe property

public UUID ItemID
return UUID

LandCollisionInQueue public_oe property

public bool LandCollisionInQueue
return bool

LastControlLevel public_oe property

public int LastControlLevel
return int

LastDetectParams public_oe property

public DetectParams[],Universe.ScriptEngine.VirtualScript LastDetectParams
return Universe.ScriptEngine.VirtualScript.DetectParams[]

Loading public_oe property

public bool Loading
return bool

MovingInQueue public_oe property

public bool MovingInQueue
return bool

NextEventTimeTicks public_oe property

public long NextEventTimeTicks
return long

NoSensorInQueue public_oe property

public bool NoSensorInQueue
return bool

NotAtRotTargetInQueue public_oe property

public bool NotAtRotTargetInQueue
return bool

NotAtTargetInQueue public_oe property

public bool NotAtTargetInQueue
return bool

Part public_oe property

public ISceneChildEntity Part
return ISceneChildEntity

PluginData public_oe property

public OSDMap PluginData
return OSDMap

PostOnRez public_oe property

public bool PostOnRez
return bool

RemoveCollisionEvents public_oe property

public bool RemoveCollisionEvents
return bool

RemoveLandCollisionEvents public_oe property

public bool RemoveLandCollisionEvents
return bool

RemoveTouchEvents public_oe property

public bool RemoveTouchEvents
return bool

RezzedFrom public_oe property

public UUID RezzedFrom
return UUID

Running public_oe property

public bool Running
return bool

Script public_oe property

public IScript Script
return IScript

ScriptEventLock public_oe property

public object ScriptEventLock
return object

ScriptScore public_oe property

public int ScriptScore
return int

SensorInQueue public_oe property

public bool SensorInQueue
return bool

Source public_oe property

public string Source
return string

StartParam public_oe property

public int StartParam
return int

StartedFromSavedState public_oe property

public bool StartedFromSavedState
return bool

State public_oe property

public string State
return string

Suspended public_oe property

public bool Suspended
return bool

TargetOmegaWasSet public_oe property

public bool TargetOmegaWasSet
return bool

TimerInQueue public_oe property

public bool TimerInQueue
return bool

TouchInQueue public_oe property

public bool TouchInQueue
return bool

UserInventoryItemID public_oe property

public UUID UserInventoryItemID
return UUID

VersionID public_oe property

This helps make sure that we clear out previous versions so that we don't have overlapping script versions running
public long VersionID
return long

World public_oe property

public IScene World
return IScene

stateSource public_oe property

public StateSource stateSource
return StateSource