C# 클래스 OpenSim.Region.Framework.Scenes.ScenePresence

상속: EntityBase, IScenePresence
파일 보기 프로젝트 열기: N3X15/VoxelSim 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
CollisionPlane Vector4
IsRestrictedToRegion bool
JID string
SitGround bool
currentParcelUUID UUID
lastKnownAllowedPosition Vector3
sentMessageAboutRestrictedParcelFlyingDown bool

보호된 프로퍼티들

프로퍼티 타입 설명
crossingFromRegion ulong
m_CameraAtAxis Vector3
m_CameraCenter Vector3
m_CameraLeftAxis Vector3
m_CameraUpAxis Vector3
m_DrawDistance float
m_allowMovement bool
m_animator ScenePresenceAnimator
m_appearance AvatarAppearance
m_attachments List
m_lastCameraCenter Vector3
m_parentPosition Vector3
m_physicsActor PhysicsActor
m_regionInfo RegionInfo
m_reprioritization_called bool
m_reprioritization_timer Timer
m_reprioritizing bool

공개 메소드들

메소드 설명
AddAttachment ( SceneObjectGroup gobj ) : void
AddNeighbourRegion ( ulong regionHandle, string cap ) : void
AddNewMovement ( System.Vector3 vec, Quaternion rotation ) : void

Rotate the avatar to the given rotation and apply a movement in the given relative vector

AddToPhysicalScene ( bool isFlying ) : void

Adds a physical representation of the avatar to the Physics plugin

AdjustKnownSeeds ( ) : void
ChildAgentDataUpdate ( AgentData cAgentData ) : void
ChildAgentDataUpdate ( AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY ) : void

This updates important decision making data about a child agent The main purpose is to figure out what objects to send to a child agent that's in a neighboring region

Close ( ) : void
CloseChildAgents ( uint newRegionX, uint newRegionY ) : void

Computes which child agents to close when the scene presence moves to another region. Removes those regions from m_knownRegions.

CompleteMovement ( IClientAPI client ) : void

Complete Avatar's movement into the region. This is called upon a very important packet sent from the client, so it's client-controlled. Never call this method directly.

CopyAgent ( IAgentData &agent ) : bool
CopyFrom ( AgentData cAgent ) : void
CopyTo ( AgentData cAgent ) : void
DoAutoPilot ( uint not_used, Vector3 Pos, IClientAPI remote_client ) : void
DoMoveToPosition ( Object sender, string method, List args ) : void
DropOldNeighbours ( List oldRegions ) : void
DumpKnownRegions ( ) : void
GenerateClientFlags ( UUID ObjectID ) : uint
GetAttachments ( uint attachmentPoint ) : List

Get the scene object attached to the given point.

GetKnownRegionList ( ) : List
GrantGodlikePowers ( UUID agentID, UUID sessionID, UUID token, bool godStatus ) : void

This allows the Sim owner the abiility to kick users from their sim currently. It tells the client that the agent has permission to do so.

HandleAgentRequestSit ( IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset ) : void
HandleAgentRequestSit ( IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation ) : void
HandleAgentSit ( IClientAPI remoteClient, UUID agentID ) : void
HandleAgentSit ( IClientAPI remoteClient, UUID agentID, string sitAnimation ) : void
HandleAgentUpdate ( IClientAPI remoteClient, AgentUpdateArgs agentData ) : void

This is the event handler for client movement. If a client is moving, this event is triggering.

HandleForceReleaseControls ( IClientAPI remoteClient, UUID agentID ) : void
HandleSetAlwaysRun ( IClientAPI remoteClient, bool pSetAlwaysRun ) : void

Event handler for the 'Always run' setting on the client Tells the physics plugin to increase speed of movement.

HandleStartAnim ( IClientAPI remoteClient, UUID animID ) : void
HandleStopAnim ( IClientAPI remoteClient, UUID animID ) : void
HasAttachments ( ) : bool
HasScriptedAttachments ( ) : bool
InTransit ( ) : void
MakeChildAgent ( ) : void

This turns a root agent into a child agent when an agent departs this region for a neighbor, this gets called. It doesn't get called for a teleport. Reason being, an agent that teleports out may not end up anywhere near this region

MakeRootAgent ( Vector3 pos, bool isFlying ) : void

This turns a child agent, into a root agent This is called when an agent teleports into a region, or if an agent crosses into this region from a neighbor over the border

NotInTransit ( ) : void
RayCastCameraCallback ( bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal ) : void

Callback for the Camera view block check. Gets called with the results of the camera view block test hitYN is true when there's something in the way.

RegisterControlEventsToScript ( int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID ) : void
RegisterToEvents ( ) : void
RemoveAttachment ( SceneObjectGroup gobj ) : void
RemoveNeighbourRegion ( ulong regionHandle ) : void
Reset ( ) : void
RestoreInCurrentScene ( ) : void
RezAttachments ( ) : void

RezAttachments. This should only be called upon login on the first region. Attachment rezzings on crossings and TPs are done in a different way.

ScenePresence ( ) : System
ScenePresence ( IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance ) : System
SendAppearanceToAllOtherAgents ( ) : void

SendAppearanceToOtherAgent ( ScenePresence avatar ) : void

Send appearance data to an agent that isn't this one.

SendCoarseLocations ( List coarseLocations, List avatarUUIDs ) : void
SendCoarseLocationsDefault ( UUID sceneId, ScenePresence p, List coarseLocations, List avatarUUIDs ) : void
SendFullUpdateToAllClients ( ) : void
SendFullUpdateToOtherClient ( ScenePresence remoteAvatar ) : void

Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)

SendInitialData ( ) : void

Do everything required once a client completes its movement into a region

SendInitialFullUpdateToAllClients ( ) : void

Tell *ALL* agents about this agent

SendPrimUpdates ( ) : void

Send updates to the client about prims which have been placed on the update queue. We don't necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent timestamp has already been sent.

SendScriptEventToAttachments ( string eventName, Object args ) : void

Send a script event to this scene presence's attachments

SendTerseUpdateToAllClients ( ) : void

Send a location/velocity/accelleration update to all agents in scene

SendTerseUpdateToClient ( IClientAPI remoteClient ) : void

Sends a location update to the client connected to this scenePresence

SetHeight ( float height ) : void

Sets avatar height in the phyiscs plugin

SetSendCourseLocationMethod ( SendCourseLocationsMethod d ) : void
StandUp ( ) : void

Perform the logic necessary to stand the avatar up. This method also executes the stand animation.

StopFlying ( ) : void
StopMovement ( ) : void

Teleport ( Vector3 pos ) : void

TeleportWithMomentum ( Vector3 pos ) : void
UnRegisterControlEventsToScript ( uint Obj_localID, UUID Script_item_UUID ) : void
Update ( ) : void
UpdateMovement ( ) : void

Handles part of the PID controller function for moving an avatar.

ValidateAttachments ( ) : bool
initializeScenePresence ( IClientAPI client, RegionInfo region, Scene scene ) : void
setHealthWithUpdate ( float health ) : void

보호된 메소드들

메소드 설명
CheckForBorderCrossing ( ) : void

Checks to see if the avatar is in range of a border and calls CrossToNewRegion

CheckForSignificantMovement ( ) : void

This checks for a significant movement and sends a courselocationchange update

CrossToNewRegion ( ) : void

Moves the agent outside the region bounds Tells neighbor region that we're crossing to it If the neighbor accepts, remove the agent's viewable avatar from this scene set them to a child agent.

HaveNeighbor ( Cardinals car, int &fix ) : int

비공개 메소드들

메소드 설명
CheckAtSitTarget ( ) : void
CreateSceneViewer ( ) : void
FindNextAvailableSitTarget ( UUID targetID ) : SceneObjectPart
GetWalkDirectionVectors ( ) : Vector3[]
OutOfBoundsCall ( Vector3 pos ) : void
PhysicsCollisionUpdate ( EventArgs e ) : void
PushForce ( Vector3 impulse ) : void
RemoveFromPhysicalScene ( ) : void

Removes physics plugin scene representation of this agent if it exists.

RemoveIgnoredControls ( AgentManager flags, ScriptControlled ignored ) : AgentManager.ControlFlags
Reprioritize ( object sender, ElapsedEventArgs e ) : void
ReprioritizeUpdates ( ) : void
ScenePresence ( IClientAPI client, Scene world, RegionInfo reginfo ) : System
SendControlToScripts ( uint flags ) : void
SendSitResponse ( IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation ) : void
SetDirectionVectors ( ) : void

메소드 상세

AddAttachment() 공개 메소드

public AddAttachment ( SceneObjectGroup gobj ) : void
gobj SceneObjectGroup
리턴 void

AddNeighbourRegion() 공개 메소드

public AddNeighbourRegion ( ulong regionHandle, string cap ) : void
regionHandle ulong
cap string
리턴 void

AddNewMovement() 공개 메소드

Rotate the avatar to the given rotation and apply a movement in the given relative vector
public AddNewMovement ( System.Vector3 vec, Quaternion rotation ) : void
vec System.Vector3 The vector in which to move. This is relative to the rotation argument
rotation Quaternion
리턴 void

AddToPhysicalScene() 공개 메소드

Adds a physical representation of the avatar to the Physics plugin
public AddToPhysicalScene ( bool isFlying ) : void
isFlying bool
리턴 void

AdjustKnownSeeds() 공개 메소드

public AdjustKnownSeeds ( ) : void
리턴 void

CheckForBorderCrossing() 보호된 메소드

Checks to see if the avatar is in range of a border and calls CrossToNewRegion
protected CheckForBorderCrossing ( ) : void
리턴 void

CheckForSignificantMovement() 보호된 메소드

This checks for a significant movement and sends a courselocationchange update
protected CheckForSignificantMovement ( ) : void
리턴 void

ChildAgentDataUpdate() 공개 메소드

public ChildAgentDataUpdate ( AgentData cAgentData ) : void
cAgentData OpenSim.Framework.AgentData
리턴 void

ChildAgentDataUpdate() 공개 메소드

This updates important decision making data about a child agent The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
public ChildAgentDataUpdate ( AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY ) : void
cAgentData OpenSim.Framework.AgentPosition
tRegionX uint
tRegionY uint
rRegionX uint
rRegionY uint
리턴 void

Close() 공개 메소드

public Close ( ) : void
리턴 void

CloseChildAgents() 공개 메소드

Computes which child agents to close when the scene presence moves to another region. Removes those regions from m_knownRegions.
public CloseChildAgents ( uint newRegionX, uint newRegionY ) : void
newRegionX uint The new region's x on the map
newRegionY uint The new region's y on the map
리턴 void

CompleteMovement() 공개 메소드

Complete Avatar's movement into the region. This is called upon a very important packet sent from the client, so it's client-controlled. Never call this method directly.
public CompleteMovement ( IClientAPI client ) : void
client IClientAPI
리턴 void

CopyAgent() 공개 메소드

public CopyAgent ( IAgentData &agent ) : bool
agent IAgentData
리턴 bool

CopyFrom() 공개 메소드

public CopyFrom ( AgentData cAgent ) : void
cAgent AgentData
리턴 void

CopyTo() 공개 메소드

public CopyTo ( AgentData cAgent ) : void
cAgent AgentData
리턴 void

CrossToNewRegion() 보호된 메소드

Moves the agent outside the region bounds Tells neighbor region that we're crossing to it If the neighbor accepts, remove the agent's viewable avatar from this scene set them to a child agent.
protected CrossToNewRegion ( ) : void
리턴 void

DoAutoPilot() 공개 메소드

public DoAutoPilot ( uint not_used, Vector3 Pos, IClientAPI remote_client ) : void
not_used uint
Pos Vector3
remote_client IClientAPI
리턴 void

DoMoveToPosition() 공개 메소드

public DoMoveToPosition ( Object sender, string method, List args ) : void
sender Object
method string
args List
리턴 void

DropOldNeighbours() 공개 메소드

public DropOldNeighbours ( List oldRegions ) : void
oldRegions List
리턴 void

DumpKnownRegions() 공개 메소드

public DumpKnownRegions ( ) : void
리턴 void

GenerateClientFlags() 공개 메소드

public GenerateClientFlags ( UUID ObjectID ) : uint
ObjectID UUID
리턴 uint

GetAttachments() 공개 메소드

Get the scene object attached to the given point.
public GetAttachments ( uint attachmentPoint ) : List
attachmentPoint uint
리턴 List

GetKnownRegionList() 공개 메소드

public GetKnownRegionList ( ) : List
리턴 List

GrantGodlikePowers() 공개 메소드

This allows the Sim owner the abiility to kick users from their sim currently. It tells the client that the agent has permission to do so.
public GrantGodlikePowers ( UUID agentID, UUID sessionID, UUID token, bool godStatus ) : void
agentID UUID
sessionID UUID
token UUID
godStatus bool
리턴 void

HandleAgentRequestSit() 공개 메소드

public HandleAgentRequestSit ( IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset ) : void
remoteClient IClientAPI
agentID UUID
targetID UUID
offset Vector3
리턴 void

HandleAgentRequestSit() 공개 메소드

public HandleAgentRequestSit ( IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation ) : void
remoteClient IClientAPI
agentID UUID
targetID UUID
offset Vector3
sitAnimation string
리턴 void

HandleAgentSit() 공개 메소드

public HandleAgentSit ( IClientAPI remoteClient, UUID agentID ) : void
remoteClient IClientAPI
agentID UUID
리턴 void

HandleAgentSit() 공개 메소드

public HandleAgentSit ( IClientAPI remoteClient, UUID agentID, string sitAnimation ) : void
remoteClient IClientAPI
agentID UUID
sitAnimation string
리턴 void

HandleAgentUpdate() 공개 메소드

This is the event handler for client movement. If a client is moving, this event is triggering.
public HandleAgentUpdate ( IClientAPI remoteClient, AgentUpdateArgs agentData ) : void
remoteClient IClientAPI
agentData AgentUpdateArgs
리턴 void

HandleForceReleaseControls() 공개 메소드

public HandleForceReleaseControls ( IClientAPI remoteClient, UUID agentID ) : void
remoteClient IClientAPI
agentID UUID
리턴 void

HandleSetAlwaysRun() 공개 메소드

Event handler for the 'Always run' setting on the client Tells the physics plugin to increase speed of movement.
public HandleSetAlwaysRun ( IClientAPI remoteClient, bool pSetAlwaysRun ) : void
remoteClient IClientAPI
pSetAlwaysRun bool
리턴 void

HandleStartAnim() 공개 메소드

public HandleStartAnim ( IClientAPI remoteClient, UUID animID ) : void
remoteClient IClientAPI
animID UUID
리턴 void

HandleStopAnim() 공개 메소드

public HandleStopAnim ( IClientAPI remoteClient, UUID animID ) : void
remoteClient IClientAPI
animID UUID
리턴 void

HasAttachments() 공개 메소드

public HasAttachments ( ) : bool
리턴 bool

HasScriptedAttachments() 공개 메소드

public HasScriptedAttachments ( ) : bool
리턴 bool

HaveNeighbor() 보호된 메소드

protected HaveNeighbor ( Cardinals car, int &fix ) : int
car Cardinals
fix int
리턴 int

InTransit() 공개 메소드

public InTransit ( ) : void
리턴 void

MakeChildAgent() 공개 메소드

This turns a root agent into a child agent when an agent departs this region for a neighbor, this gets called. It doesn't get called for a teleport. Reason being, an agent that teleports out may not end up anywhere near this region
public MakeChildAgent ( ) : void
리턴 void

MakeRootAgent() 공개 메소드

This turns a child agent, into a root agent This is called when an agent teleports into a region, or if an agent crosses into this region from a neighbor over the border
public MakeRootAgent ( Vector3 pos, bool isFlying ) : void
pos Vector3
isFlying bool
리턴 void

NotInTransit() 공개 메소드

public NotInTransit ( ) : void
리턴 void

RayCastCameraCallback() 공개 메소드

Callback for the Camera view block check. Gets called with the results of the camera view block test hitYN is true when there's something in the way.
public RayCastCameraCallback ( bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal ) : void
hitYN bool
collisionPoint Vector3
localid uint
distance float
pNormal Vector3
리턴 void

RegisterControlEventsToScript() 공개 메소드

public RegisterControlEventsToScript ( int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID ) : void
controls int
accept int
pass_on int
Obj_localID uint
Script_item_UUID UUID
리턴 void

RegisterToEvents() 공개 메소드

public RegisterToEvents ( ) : void
리턴 void

RemoveAttachment() 공개 메소드

public RemoveAttachment ( SceneObjectGroup gobj ) : void
gobj SceneObjectGroup
리턴 void

RemoveNeighbourRegion() 공개 메소드

public RemoveNeighbourRegion ( ulong regionHandle ) : void
regionHandle ulong
리턴 void

Reset() 공개 메소드

public Reset ( ) : void
리턴 void

RestoreInCurrentScene() 공개 메소드

public RestoreInCurrentScene ( ) : void
리턴 void

RezAttachments() 공개 메소드

RezAttachments. This should only be called upon login on the first region. Attachment rezzings on crossings and TPs are done in a different way.
public RezAttachments ( ) : void
리턴 void

ScenePresence() 공개 메소드

public ScenePresence ( ) : System
리턴 System

ScenePresence() 공개 메소드

public ScenePresence ( IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance ) : System
client IClientAPI
world Scene
reginfo RegionInfo
appearance AvatarAppearance
리턴 System

SendAppearanceToAllOtherAgents() 공개 메소드

public SendAppearanceToAllOtherAgents ( ) : void
리턴 void

SendAppearanceToOtherAgent() 공개 메소드

Send appearance data to an agent that isn't this one.
public SendAppearanceToOtherAgent ( ScenePresence avatar ) : void
avatar ScenePresence
리턴 void

SendCoarseLocations() 공개 메소드

public SendCoarseLocations ( List coarseLocations, List avatarUUIDs ) : void
coarseLocations List
avatarUUIDs List
리턴 void

SendCoarseLocationsDefault() 공개 메소드

public SendCoarseLocationsDefault ( UUID sceneId, ScenePresence p, List coarseLocations, List avatarUUIDs ) : void
sceneId UUID
p ScenePresence
coarseLocations List
avatarUUIDs List
리턴 void

SendFullUpdateToAllClients() 공개 메소드

public SendFullUpdateToAllClients ( ) : void
리턴 void

SendFullUpdateToOtherClient() 공개 메소드

Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
public SendFullUpdateToOtherClient ( ScenePresence remoteAvatar ) : void
remoteAvatar ScenePresence
리턴 void

SendInitialData() 공개 메소드

Do everything required once a client completes its movement into a region
public SendInitialData ( ) : void
리턴 void

SendInitialFullUpdateToAllClients() 공개 메소드

Tell *ALL* agents about this agent
public SendInitialFullUpdateToAllClients ( ) : void
리턴 void

SendPrimUpdates() 공개 메소드

Send updates to the client about prims which have been placed on the update queue. We don't necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent timestamp has already been sent.
public SendPrimUpdates ( ) : void
리턴 void

SendScriptEventToAttachments() 공개 메소드

Send a script event to this scene presence's attachments
public SendScriptEventToAttachments ( string eventName, Object args ) : void
eventName string The name of the event
args Object The arguments for the event
리턴 void

SendTerseUpdateToAllClients() 공개 메소드

Send a location/velocity/accelleration update to all agents in scene
public SendTerseUpdateToAllClients ( ) : void
리턴 void

SendTerseUpdateToClient() 공개 메소드

Sends a location update to the client connected to this scenePresence
public SendTerseUpdateToClient ( IClientAPI remoteClient ) : void
remoteClient IClientAPI
리턴 void

SetHeight() 공개 메소드

Sets avatar height in the phyiscs plugin
public SetHeight ( float height ) : void
height float
리턴 void

SetSendCourseLocationMethod() 공개 메소드

public SetSendCourseLocationMethod ( SendCourseLocationsMethod d ) : void
d SendCourseLocationsMethod
리턴 void

StandUp() 공개 메소드

Perform the logic necessary to stand the avatar up. This method also executes the stand animation.
public StandUp ( ) : void
리턴 void

StopFlying() 공개 메소드

public StopFlying ( ) : void
리턴 void

StopMovement() 공개 메소드

public StopMovement ( ) : void
리턴 void

Teleport() 공개 메소드

public Teleport ( Vector3 pos ) : void
pos Vector3
리턴 void

TeleportWithMomentum() 공개 메소드

public TeleportWithMomentum ( Vector3 pos ) : void
pos Vector3
리턴 void

UnRegisterControlEventsToScript() 공개 메소드

public UnRegisterControlEventsToScript ( uint Obj_localID, UUID Script_item_UUID ) : void
Obj_localID uint
Script_item_UUID UUID
리턴 void

Update() 공개 메소드

public Update ( ) : void
리턴 void

UpdateMovement() 공개 메소드

Handles part of the PID controller function for moving an avatar.
public UpdateMovement ( ) : void
리턴 void

ValidateAttachments() 공개 메소드

public ValidateAttachments ( ) : bool
리턴 bool

initializeScenePresence() 공개 메소드

public initializeScenePresence ( IClientAPI client, RegionInfo region, Scene scene ) : void
client IClientAPI
region RegionInfo
scene Scene
리턴 void

setHealthWithUpdate() 공개 메소드

public setHealthWithUpdate ( float health ) : void
health float
리턴 void

프로퍼티 상세

CollisionPlane 공개적으로 프로퍼티

public Vector4 CollisionPlane
리턴 Vector4

IsRestrictedToRegion 공개적으로 프로퍼티

public bool IsRestrictedToRegion
리턴 bool

JID 공개적으로 프로퍼티

public string JID
리턴 string

SitGround 공개적으로 프로퍼티

public bool SitGround
리턴 bool

crossingFromRegion 보호되어 있는 프로퍼티

protected ulong crossingFromRegion
리턴 ulong

currentParcelUUID 공개적으로 프로퍼티

public UUID currentParcelUUID
리턴 UUID

lastKnownAllowedPosition 공개적으로 프로퍼티

public Vector3 lastKnownAllowedPosition
리턴 Vector3

m_CameraAtAxis 보호되어 있는 프로퍼티

protected Vector3 m_CameraAtAxis
리턴 Vector3

m_CameraCenter 보호되어 있는 프로퍼티

protected Vector3 m_CameraCenter
리턴 Vector3

m_CameraLeftAxis 보호되어 있는 프로퍼티

protected Vector3 m_CameraLeftAxis
리턴 Vector3

m_CameraUpAxis 보호되어 있는 프로퍼티

protected Vector3 m_CameraUpAxis
리턴 Vector3

m_DrawDistance 보호되어 있는 프로퍼티

protected float m_DrawDistance
리턴 float

m_allowMovement 보호되어 있는 프로퍼티

protected bool m_allowMovement
리턴 bool

m_animator 보호되어 있는 프로퍼티

protected ScenePresenceAnimator m_animator
리턴 ScenePresenceAnimator

m_appearance 보호되어 있는 프로퍼티

protected AvatarAppearance m_appearance
리턴 AvatarAppearance

m_attachments 보호되어 있는 프로퍼티

protected List m_attachments
리턴 List

m_lastCameraCenter 보호되어 있는 프로퍼티

protected Vector3 m_lastCameraCenter
리턴 Vector3

m_parentPosition 보호되어 있는 프로퍼티

protected Vector3 m_parentPosition
리턴 Vector3

m_physicsActor 보호되어 있는 프로퍼티

protected PhysicsActor m_physicsActor
리턴 PhysicsActor

m_regionInfo 보호되어 있는 프로퍼티

protected RegionInfo m_regionInfo
리턴 RegionInfo

m_reprioritization_called 보호되어 있는 프로퍼티

protected bool m_reprioritization_called
리턴 bool

m_reprioritization_timer 보호되어 있는 프로퍼티

protected Timer m_reprioritization_timer
리턴 Timer

m_reprioritizing 보호되어 있는 프로퍼티

protected bool m_reprioritizing
리턴 bool

sentMessageAboutRestrictedParcelFlyingDown 공개적으로 프로퍼티

public bool sentMessageAboutRestrictedParcelFlyingDown
리턴 bool