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-rw-r--r--OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs16
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
index e189489..dc2edd9 100644
--- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
@@ -60,19 +60,19 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
60 /// <summary> 60 /// <summary>
61 /// Returns whether or not this object is still in the world. 61 /// Returns whether or not this object is still in the world.
62 /// Eg, if you store an IObject reference, however the object 62 /// Eg, if you store an IObject reference, however the object
63 /// is deleted before you use it, it will throw a NullReference 63 /// is deleted before you use it, it will throw a NullReference
64 /// exception. 'Exists' allows you to check the object is still 64 /// exception. 'Exists' allows you to check the object is still
65 /// in play before utilizing it. 65 /// in play before utilizing it.
66 /// </summary> 66 /// </summary>
67 /// <example> 67 /// <example>
68 /// IObject deleteMe = World.Objects[0]; 68 /// IObject deleteMe = World.Objects[0];
69 /// 69 ///
70 /// if (deleteMe.Exists) { 70 /// if (deleteMe.Exists) {
71 /// deleteMe.Say("Hello, I still exist!"); 71 /// deleteMe.Say("Hello, I still exist!");
72 /// } 72 /// }
73 /// 73 ///
74 /// World.Objects.Remove(deleteMe); 74 /// World.Objects.Remove(deleteMe);
75 /// 75 ///
76 /// if (!deleteMe.Exists) { 76 /// if (!deleteMe.Exists) {
77 /// Host.Console.Info("I was deleted"); 77 /// Host.Console.Info("I was deleted");
78 /// } 78 /// }
@@ -81,7 +81,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
81 /// Objects should be near-guarunteed to exist for any event which 81 /// Objects should be near-guarunteed to exist for any event which
82 /// passes them as an argument. Storing an object for a longer period 82 /// passes them as an argument. Storing an object for a longer period
83 /// of time however will limit their reliability. 83 /// of time however will limit their reliability.
84 /// 84 ///
85 /// It is a good practice to use Try/Catch blocks handling for 85 /// It is a good practice to use Try/Catch blocks handling for
86 /// NullReferenceException, when accessing remote objects. 86 /// NullReferenceException, when accessing remote objects.
87 /// </remarks> 87 /// </remarks>
@@ -118,8 +118,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
118 IObject[] Children { get; } 118 IObject[] Children { get; }
119 119
120 /// <summary> 120 /// <summary>
121 /// Returns a list of materials attached to this object. Each may contain unique texture 121 /// Returns a list of materials attached to this object. Each may contain unique texture
122 /// and other visual information. For primitive based objects, this correlates with 122 /// and other visual information. For primitive based objects, this correlates with
123 /// Object Faces. For mesh based objects, this correlates with Materials. 123 /// Object Faces. For mesh based objects, this correlates with Materials.
124 /// </summary> 124 /// </summary>
125 IObjectMaterial[] Materials { get; } 125 IObjectMaterial[] Materials { get; }
@@ -152,7 +152,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
152 String TouchText { get; set; } 152 String TouchText { get; set; }
153 153
154 /// <summary> 154 /// <summary>
155 /// Text to be associated with this object, in the 155 /// Text to be associated with this object, in the
156 /// Second Life(r) viewer, this is shown above the 156 /// Second Life(r) viewer, this is shown above the
157 /// object. 157 /// object.
158 /// </summary> 158 /// </summary>