| ASLHelperSendSpawnPrimitive Method |
Sends a packet out to all players to spawn an object based upon a prefab
Namespace:
ASL
Assembly:
Assembly-CSharp (in Assembly-CSharp.dll) Version: 0.0.0.0
Syntax private static void SendSpawnPrimitive(
PrimitiveType _type,
Vector3 _position,
Quaternion _rotation,
string _parentID = "",
string _componentAssemblyQualifiedName = "",
string _instantiatedGameObjectClassName = "",
string _instantiatedGameObjectFunctionName = "",
string _claimRecoveryClassName = "",
string _claimRecoveryFunctionName = "",
string _sendFloatClassName = "",
string _sendFloatFunctionName = ""
)
Private Shared Sub SendSpawnPrimitive (
_type As PrimitiveType,
_position As Vector3,
_rotation As Quaternion,
Optional _parentID As String = "",
Optional _componentAssemblyQualifiedName As String = "",
Optional _instantiatedGameObjectClassName As String = "",
Optional _instantiatedGameObjectFunctionName As String = "",
Optional _claimRecoveryClassName As String = "",
Optional _claimRecoveryFunctionName As String = "",
Optional _sendFloatClassName As String = "",
Optional _sendFloatFunctionName As String = ""
)
private:
static void SendSpawnPrimitive(
PrimitiveType _type,
Vector3 _position,
Quaternion _rotation,
String^ _parentID = L"",
String^ _componentAssemblyQualifiedName = L"",
String^ _instantiatedGameObjectClassName = L"",
String^ _instantiatedGameObjectFunctionName = L"",
String^ _claimRecoveryClassName = L"",
String^ _claimRecoveryFunctionName = L"",
String^ _sendFloatClassName = L"",
String^ _sendFloatFunctionName = L""
)
private static member SendSpawnPrimitive :
_type : PrimitiveType *
_position : Vector3 *
_rotation : Quaternion *
?_parentID : string *
?_componentAssemblyQualifiedName : string *
?_instantiatedGameObjectClassName : string *
?_instantiatedGameObjectFunctionName : string *
?_claimRecoveryClassName : string *
?_claimRecoveryFunctionName : string *
?_sendFloatClassName : string *
?_sendFloatFunctionName : string
(* Defaults:
let __parentID = defaultArg _parentID ""
let __componentAssemblyQualifiedName = defaultArg _componentAssemblyQualifiedName ""
let __instantiatedGameObjectClassName = defaultArg _instantiatedGameObjectClassName ""
let __instantiatedGameObjectFunctionName = defaultArg _instantiatedGameObjectFunctionName ""
let __claimRecoveryClassName = defaultArg _claimRecoveryClassName ""
let __claimRecoveryFunctionName = defaultArg _claimRecoveryFunctionName ""
let __sendFloatClassName = defaultArg _sendFloatClassName ""
let __sendFloatFunctionName = defaultArg _sendFloatFunctionName ""
*)
-> unit
Parameters
- _type
- Type: PrimitiveType
The type of primitive to be spawned - _position
- Type: Vector3
The position of where the object will be spawned - _rotation
- Type: Quaternion
The rotation orientation of the object upon spawn - _parentID (Optional)
- Type: SystemString
The id of the parent object - _componentAssemblyQualifiedName (Optional)
- Type: SystemString
The full name of the component to be added to this object upon creation. - _instantiatedGameObjectClassName (Optional)
- Type: SystemString
The name of the class that contains the user provided function detailing what to do with this object after creation - _instantiatedGameObjectFunctionName (Optional)
- Type: SystemString
The name of the user provided function that contains the details of what to do with this object after creation - _claimRecoveryClassName (Optional)
- Type: SystemString
The name of the class that contains the user provided function detailing what to do if a claim for this object is rejected - _claimRecoveryFunctionName (Optional)
- Type: SystemString
The name of the user provided function that contains the details of what to do with this object if a claim for it is rejected - _sendFloatClassName (Optional)
- Type: SystemString
The name of the class that contains the user provided function detailing what to do when a user calls [!:ASLObject.SendFloatArray(float[])] - _sendFloatFunctionName (Optional)
- Type: SystemString
The name of the user provided function that contains the details of what to do with this object if a user calls [!:ASLObject.SendFloatArray(float[])]
See Also