* Make public variables properties instead, as there is a difference
0.6.5-rc1
Justin Clarke Casey 2009-05-05 15:23:44 +00:00
parent edce6febcc
commit b6ae8b7ba7
1 changed files with 22 additions and 16 deletions

View File

@ -38,12 +38,12 @@ namespace OpenSim.Framework
/// <value>
/// The inventory type of the item. This is slightly different from the asset type in some situations.
/// </value>
public int InvType;
public int InvType { get; set; }
/// <value>
/// The folder this item is contained in
/// </value>
public UUID Folder;
public UUID Folder { get; set; }
/// <value>
/// The creator of this item
@ -84,73 +84,79 @@ namespace OpenSim.Framework
/// <value>
/// The description of the inventory item (must be less than 64 characters)
/// </value>
public string Description = String.Empty;
public string Description { get; set; }
/// <value>
///
/// </value>
public uint NextPermissions;
public uint NextPermissions { get; set; }
/// <value>
/// A mask containing permissions for the current owner (cannot be enforced)
/// </value>
public uint CurrentPermissions;
public uint CurrentPermissions { get; set; }
/// <value>
///
/// </value>
public uint BasePermissions;
public uint BasePermissions { get; set; }
/// <value>
///
/// </value>
public uint EveryOnePermissions;
public uint EveryOnePermissions { get; set; }
/// <value>
///
/// </value>
public uint GroupPermissions;
public uint GroupPermissions { get; set; }
/// <value>
/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
/// </value>
public int AssetType;
public int AssetType { get; set; }
/// <value>
/// The UUID of the associated asset on the asset server
/// </value>
public UUID AssetID;
public UUID AssetID { get; set; }
/// <value>
///
/// </value>
public UUID GroupID;
public UUID GroupID { get; set; }
/// <value>
///
/// </value>
public bool GroupOwned;
public bool GroupOwned { get; set; }
/// <value>
///
/// </value>
public int SalePrice;
public int SalePrice { get; set; }
/// <value>
///
/// </value>
public byte SaleType;
public byte SaleType { get; set; }
/// <value>
///
/// </value>
public uint Flags;
public uint Flags { get; set; }
/// <value>
///
/// </value>
public int CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
public int CreationDate { get; set; }
public InventoryItemBase()
{
Description = String.Empty;
CreationDate = (int)(DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
}
public object Clone()
{
return MemberwiseClone();