OpenSimMirror/Script_manager.cs

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/*
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Copyright (c) OpenSim project, http://sim.opensecondlife.org/
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the <organization> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
//using LuaInterface;
using libsecondlife;
namespace OpenSim
{
/// <summary>
/// Description of Script_manager.
/// </summary>
public class ScriptManager
{
//public LuaInterface.Lua Lu;
//private ArrayList scripts;
//private prim_info current_prim;
public ScriptManager()
{
}
/*public void start_up (Lua lua, App ap)
{
this.Lu=lua;
//register any lua routines , like check finish script one
Lu.OpenMathLib();
}*/
private void RegisterFunctions()
{
//lu.RegisterFunction( "RegisterScript",this,this.GetType().GetMethod("ScriptRegister"));
//lu.RegisterFunction( "MoveObject",this,this.GetType().GetMethod("MoveObject"));
//lu.RegisterFunction( "Say",this,this.GetType().GetMethod("Say"));
}
public void Call_tick(PrimInfo prim)
{
//set current prim and then call tick function in linked script
}
public void Call_touch(PrimInfo prim)
{
//set current prim and then call clicked function in linked script
}
public void Call_on_rex(PrimInfo prim)
{
//set current prim and then call clicked function in linked script
}
#region Lua Functions
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public void ScriptRegister(script_object_interface script)
{
//called by scripts to register themselves
}
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public void MoveObject(float x , float y, float z)
{
}
public void Say(string message)
{
}
#endregion
}
public interface script_object_interface
{
void frame_tick();
void touch(int num);
void on_rex(int num);
}
}