Aurora.Modules.CityBuilder.CityBuilding.CityBuilding C# (CSharp) Метод

CityBuilding() публичный Метод

Construct the building class instance from the given properties.
public CityBuilding ( BuildingType type, BuildingPlot plot, BuildingFlags flags, UUID owner, IScene scene, string name ) : System
type BuildingType type
plot BuildingPlot The plot of land this building stands on, note it might be bigger than the /// actual buildings footprint, for example if it is part of a larger complex, limit the size of /// buildings to have a footprint of no more than 100 square meters.
flags BuildingFlags
owner UUID The owner of the building either a user, or company (group of companies) own buildings.
scene IScene
name string
Результат System
        public CityBuilding( BuildingType type, BuildingPlot plot, BuildingFlags flags, 
            UUID owner, IScene scene, string name )
            : base(type,plot,flags,owner,scene,name)
        {
            //  Start the process of constructing a building given the parameters specified. For
            // truly random buildings change the following value (6) too another number, this is
            // used to allow for the buildings to be fairly fixed during research and development.
            BuildingSeed = 6; // TODO FIX ACCESS TO THE CityModule.randomValue(n) code.
            BuildingType = type;
            BuildingPlot = plot;
            BuildingFlags = flags;
            //  Has a valid owner been specified, if not use the default library owner (i think) of the zero uuid.
            if (!owner.Equals(UUID.Zero))
                BuildingOwner = owner;
            else
                BuildingOwner = UUID.Zero;

            //  Generate a unique value for this building and it's own group if it's part of a complex,
            // otherwise use the zero uuid for group (perhaps it should inherit from the city?)
            BuildingUUID = UUID.Random();
            BuildingGUID = UUID.Random();

            BuildingCenter = new Vector3((plot.XPos + plot.Width / 2), 21, (plot.YPos + plot.Depth) / 2);
            if (name.Length > 0)
                BuildingName = name;
            else
                BuildingName = "Building" + type.ToString();
            //  Now that internal variables that are used by other methods have been set construct
            // the building based on the type, plot, flags and seed given in the parameters.
            switch (type)
            {
                case BuildingType.BUILDING_GENERAL:
                    OpenSim.Framework.MainConsole.Instance.Output("Building Type GENERAL", log4net.Core.Level.Info);
                    createBlocky();
                    break;
                case BuildingType.BUILDING_LOCALE:
                    /*
                    switch ( CityModule.randomValue(8) )
                    {
                        case 0:
                            OpenSim.Framework.MainConsole.Instance.Output("Locale general.", log4net.Core.Level.Info);
                            createSimple();
                            break;
                        case 1:
                            OpenSim.Framework.MainConsole.Instance.Output("locale 1", log4net.Core.Level.Info);
                            createBlocky();
                            break;
                    }
                    */
                    break;
                case BuildingType.BUILDING_CIVIL:
                    createTower();
                    break;
                case BuildingType.BUILDING_MILITARY:
                    break;
                case BuildingType.BUILDING_HEALTHCARE:
                    break;
                case BuildingType.BUILDING_SPORTS:
                    break;
                case BuildingType.BUILDING_ENTERTAINMENT:
                    break;
                case BuildingType.BUILDING_EDUCATION:
                    break;
                case BuildingType.BUILDING_RELIGIOUS:
                    break;
                case BuildingType.BUILDING_MUSEUM:
                    break;
                case BuildingType.BUILDING_POWERSTATION:
                    break;
                case BuildingType.BUILDING_MINEOILGAS:
                    break;
                case BuildingType.BUILDING_ZOOLOGICAL:
                    break;
                case BuildingType.BUILDING_CEMETARY:
                    break;
                case BuildingType.BUILDING_PRISON:
                    break;
                case BuildingType.BUILDING_AGRICULTURAL:
                    break;
                case BuildingType.BUILDING_RECREATION:
                    break;
                default:
                    createSimple();
                    break;
            }
        }