C# Class Universe.ScriptEngine.VirtualScript.ScriptData

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Méthodes publiques

Свойство 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

Méthodes publiques

Méthode 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

Méthode 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 méthode

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

CloseAndDispose() public méthode

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?
Résultat void

DisplayUserNotification() public méthode

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

EventQueuePoke() public méthode

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

FireEvents() public méthode

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

ReleaseControls() public méthode

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

ResetEvents() public méthode

public ResetEvents ( ) : void
Résultat void

ScriptData() public méthode

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

SetEventParams() public méthode

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

Start() public méthode

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

Suspend() public méthode

public Suspend ( ) : void
Résultat void

ToString() public méthode

public ToString ( ) : string
Résultat string

Property Details

Apis public_oe property

public Dictionary Apis
Résultat IScriptApi>.Dictionary

AppDomain public_oe property

public AppDomain,System AppDomain
Résultat System.AppDomain

AssemblyName public_oe property

public string AssemblyName
Résultat string

AtRotTargetInQueue public_oe property

public bool AtRotTargetInQueue
Résultat bool

AtTargetInQueue public_oe property

public bool AtTargetInQueue
Résultat bool

ChangedInQueue public_oe property

public List ChangedInQueue
Résultat List

CollisionInQueue public_oe property

public bool CollisionInQueue
Résultat bool

Compiled public_oe property

public bool Compiled
Résultat bool

ControlEventsInQueue public_oe property

public int ControlEventsInQueue
Résultat int

Disabled public_oe property

public bool Disabled
Résultat bool

EventDelayTicks public_oe property

public long EventDelayTicks
Résultat long

IgnoreNew public_oe property

public bool IgnoreNew
Résultat bool

InventoryItem public_oe property

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

ItemID public_oe property

public UUID ItemID
Résultat UUID

LandCollisionInQueue public_oe property

public bool LandCollisionInQueue
Résultat bool

LastControlLevel public_oe property

public int LastControlLevel
Résultat int

LastDetectParams public_oe property

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

Loading public_oe property

public bool Loading
Résultat bool

MovingInQueue public_oe property

public bool MovingInQueue
Résultat bool

NextEventTimeTicks public_oe property

public long NextEventTimeTicks
Résultat long

NoSensorInQueue public_oe property

public bool NoSensorInQueue
Résultat bool

NotAtRotTargetInQueue public_oe property

public bool NotAtRotTargetInQueue
Résultat bool

NotAtTargetInQueue public_oe property

public bool NotAtTargetInQueue
Résultat bool

Part public_oe property

public ISceneChildEntity Part
Résultat ISceneChildEntity

PluginData public_oe property

public OSDMap PluginData
Résultat OSDMap

PostOnRez public_oe property

public bool PostOnRez
Résultat bool

RemoveCollisionEvents public_oe property

public bool RemoveCollisionEvents
Résultat bool

RemoveLandCollisionEvents public_oe property

public bool RemoveLandCollisionEvents
Résultat bool

RemoveTouchEvents public_oe property

public bool RemoveTouchEvents
Résultat bool

RezzedFrom public_oe property

public UUID RezzedFrom
Résultat UUID

Running public_oe property

public bool Running
Résultat bool

Script public_oe property

public IScript Script
Résultat IScript

ScriptEventLock public_oe property

public object ScriptEventLock
Résultat object

ScriptScore public_oe property

public int ScriptScore
Résultat int

SensorInQueue public_oe property

public bool SensorInQueue
Résultat bool

Source public_oe property

public string Source
Résultat string

StartParam public_oe property

public int StartParam
Résultat int

StartedFromSavedState public_oe property

public bool StartedFromSavedState
Résultat bool

State public_oe property

public string State
Résultat string

Suspended public_oe property

public bool Suspended
Résultat bool

TargetOmegaWasSet public_oe property

public bool TargetOmegaWasSet
Résultat bool

TimerInQueue public_oe property

public bool TimerInQueue
Résultat bool

TouchInQueue public_oe property

public bool TouchInQueue
Résultat bool

UserInventoryItemID public_oe property

public UUID UserInventoryItemID
Résultat 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
Résultat long

World public_oe property

public IScene World
Résultat IScene

stateSource public_oe property

public StateSource stateSource
Résultat StateSource