Свойство | Type | Description | |
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m_inventorySerial | uint | ||
m_items | TaskInventoryDictionary | ||
m_itemsLock | object |
Méthode | Description | |
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AddInventoryItem ( |
Add an item to this prim's inventory. If an item with the same name already exists, then an alternative name is chosen.
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AddInventoryItemExclusive ( |
Add an item to this prim's inventory. If an item with the same name already exists, it is replaced.
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ApplyGodPermissions ( uint perms ) : void | ||
ApplyNextOwnerPermissions ( ) : void | ||
ChangeInventoryGroup ( UUID groupID ) : void |
Change every item in this inventory to a new group.
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ChangeInventoryOwner ( UUID ownerId ) : void |
Change every item in this inventory to a new owner.
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ContainsScripts ( ) : bool | ||
CreateScriptInstance ( |
Start a script which is in this prim's inventory.
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CreateScriptInstance ( UUID itemId, int startParam, bool postOnRez, StateSource stateSource ) : void |
Start a script which is in this prim's inventory.
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CreateScriptInstances ( int startParam, bool postOnRez, StateSource stateSource, UUID RezzedFrom, bool clearStateSaves ) : void |
Start all the scripts contained in this prim's inventory
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ForceInventoryPersistence ( ) : void |
Force the task inventory of this prim to persist at the next update sweep
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GetInventoryFileName ( ) : bool |
Returns true if the file needs to be rebuild, false if it does not
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GetInventoryItem ( UUID itemId ) : |
Returns an existing inventory item. Returns the original, so any changes will be live.
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GetInventoryItems ( string name ) : IList |
Get inventory items by name.
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GetInventoryItems ( ) : List |
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GetInventoryList ( ) : List |
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GetInventoryScripts ( ) : List |
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GetRezReadySceneObject ( |
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GetScriptErrors ( UUID itemID ) : |
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MaskEffectivePermissions ( ) : uint | ||
RemoveInventoryItem ( UUID itemID ) : int |
Remove an item from this prim's inventory
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RemoveScriptInstance ( UUID itemId, bool sceneObjectBeingDeleted ) : void |
Stop a script which is in this prim's inventory.
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RemoveScriptInstances ( bool sceneObjectBeingDeleted ) : void |
Stop all the scripts in this prim.
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RequestInventoryFile ( IClientAPI client ) : void |
Serialize all the metadata for the items in this prim's inventory ready for sending to the client
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ResetInventoryIDs ( bool ChangeScripts ) : void |
Reset UUIDs for all the items in the prim's inventory. This involves either generating new ones or setting existing UUIDs to the correct parent UUIDs. If this method is called and there are inventory items, then we regard the inventory as having changed.
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ResetObjectID ( ) : void | ||
RestoreInventoryItems ( ICollection |
Restore a whole collection of items to the prim's inventory at once. We assume that the items already have all their fields correctly filled out. The items are not flagged for persistence to the database, since they are being restored from persistence rather than being newly added.
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ResumeScripts ( ) : void | ||
SaveScriptStateSaves ( ) : void | ||
SceneObjectPartInventory ( |
Constructor
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UpdateInventoryItem ( |
Update an existing inventory item.
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UpdateInventoryItem ( |
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UpdateScriptInstance ( UUID itemID, byte assetData, int startParam, bool postOnRez, StateSource stateSource ) : void |
Updates a script which is in this prim's inventory.
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Méthode | Description | |
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AddInventoryItem ( string name, |
Add an item to this prim's inventory.
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Méthode | Description | |
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FindAvailableInventoryName ( string name ) : string |
For a given item name, return that name if it is available. Otherwise, return the next available similar name (which is currently the original name with the next available numeric suffix).
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InventoryContainsName ( string name ) : bool |
Check if the inventory holds an item with a given name.
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ResumeScript ( |
public AddInventoryItem ( |
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item | ||
allowedDrop | bool | |
Résultat | void |
protected AddInventoryItem ( string name, |
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name | string | The name that the new item should have. |
item | /// The item itself. The name within this structure is ignored in favor of the name /// given in this method's arguments /// | |
allowedDrop | bool | /// Item was only added to inventory because AllowedDrop is set /// |
Résultat | void |
public AddInventoryItemExclusive ( |
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item | ||
allowedDrop | bool | |
Résultat | void |
public ApplyGodPermissions ( uint perms ) : void | ||
perms | uint | |
Résultat | void |
public ApplyNextOwnerPermissions ( ) : void | ||
Résultat | void |
public ChangeInventoryGroup ( UUID groupID ) : void | ||
groupID | UUID | |
Résultat | void |
public ChangeInventoryOwner ( UUID ownerId ) : void | ||
ownerId | UUID | |
Résultat | void |
public CreateScriptInstance ( |
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item | ||
startParam | int | |
postOnRez | bool | |
stateSource | StateSource | |
Résultat | void |
public CreateScriptInstance ( UUID itemId, int startParam, bool postOnRez, StateSource stateSource ) : void | ||
itemId | UUID |
/// A |
startParam | int | |
postOnRez | bool | |
stateSource | StateSource | |
Résultat | void |
public CreateScriptInstances ( int startParam, bool postOnRez, StateSource stateSource, UUID RezzedFrom, bool clearStateSaves ) : void | ||
startParam | int | |
postOnRez | bool | |
stateSource | StateSource | |
RezzedFrom | UUID | |
clearStateSaves | bool | |
Résultat | void |
public ForceInventoryPersistence ( ) : void | ||
Résultat | void |
public GetInventoryItem ( UUID itemId ) : |
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itemId | UUID | |
Résultat |
public GetInventoryItems ( string name ) : IList |
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name | string | |
Résultat | IList |
public GetRezReadySceneObject ( |
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item | ||
Résultat | ISceneEntity |
public GetScriptErrors ( UUID itemID ) : |
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itemID | UUID | |
Résultat |
public RemoveInventoryItem ( UUID itemID ) : int | ||
itemID | UUID | |
Résultat | int |
public RemoveScriptInstance ( UUID itemId, bool sceneObjectBeingDeleted ) : void | ||
itemId | UUID | |
sceneObjectBeingDeleted | bool | /// Should be true if this script is being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. /// |
Résultat | void |
public RemoveScriptInstances ( bool sceneObjectBeingDeleted ) : void | ||
sceneObjectBeingDeleted | bool | /// Should be true if these scripts are being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. /// |
Résultat | void |
public RequestInventoryFile ( IClientAPI client ) : void | ||
client | IClientAPI | |
Résultat | void |
public ResetInventoryIDs ( bool ChangeScripts ) : void | ||
ChangeScripts | bool | |
Résultat | void |
public RestoreInventoryItems ( ICollection |
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items | ICollection |
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Résultat | void |
public SceneObjectPartInventory ( |
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part |
/// A |
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Résultat | System.Collections |
public UpdateInventoryItem ( |
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item | /// The updated item. An item with the same id must already exist /// in this prim's inventory. /// | |
Résultat | bool |
public UpdateInventoryItem ( |
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item | ||
fireScriptEvents | bool | |
Résultat | bool |
public UpdateScriptInstance ( UUID itemID, byte assetData, int startParam, bool postOnRez, StateSource stateSource ) : void | ||
itemID | UUID | |
assetData | byte | |
startParam | int | |
postOnRez | bool | |
stateSource | StateSource | |
Résultat | void |
protected TaskInventoryDictionary m_items | ||
Résultat | TaskInventoryDictionary |