mirror of
https://github.com/ClassiCube/ClassiCube.git
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134 lines
4.4 KiB
C#
134 lines
4.4 KiB
C#
using System;
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namespace ClassicalSharp {
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public partial class Game {
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/// <summary> Raised when an entity is spawned in the current world. </summary>
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public event EventHandler<IdEventArgs> EntityAdded;
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internal void RaiseEntityAdded( byte id ) { idArgs.Id = id; Raise( EntityAdded, idArgs ); }
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/// <summary> Raised when an entity is despawned from the current world. </summary>
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public event EventHandler<IdEventArgs> EntityRemoved;
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internal void RaiseEntityRemoved( byte id ) { idArgs.Id = id; Raise( EntityRemoved, idArgs ); }
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/// <summary> Raised when a new CPE player list entry is created. </summary>
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public event EventHandler<IdEventArgs> CpeListInfoAdded;
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internal void RaiseCpeListInfoAdded( byte id ) { idArgs.Id = id; Raise( CpeListInfoAdded, idArgs ); }
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/// <summary> Raised when a CPE player list entry is modified. </summary>
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public event EventHandler<IdEventArgs> CpeListInfoChanged;
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internal void RaiseCpeListInfoChanged( byte id ) { idArgs.Id = id; Raise( CpeListInfoChanged, idArgs ); }
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/// <summary> Raised when a CPE player list entry is removed. </summary>
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public event EventHandler<IdEventArgs> CpeListInfoRemoved;
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internal void RaiseCpeListInfoRemoved( byte id ) { idArgs.Id = id; Raise( CpeListInfoRemoved, idArgs ); }
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/// <summary> Raised when the client joins and begins loading a new map. </summary>
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public event EventHandler OnNewMap;
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internal void RaiseOnNewMap() { Raise( OnNewMap ); }
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/// <summary> Raised when a portion of the map is read and decompressed by the client. </summary>
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public event EventHandler<MapLoadingEventArgs> MapLoading;
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internal void RaiseMapLoading( byte progress ) { loadingArgs.Progress = progress; Raise( MapLoading, loadingArgs ); }
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/// <summary> Raised when the client has finished loading a new map and can now interact with it. </summary>
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public event EventHandler OnNewMapLoaded;
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internal void RaiseOnNewMapLoaded() { Raise( OnNewMapLoaded ); }
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/// <summary> Raised when the terrain atlas ("terrain.png") is changed. </summary>
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public event EventHandler TerrainAtlasChanged;
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/// <summary> Raised when an environment variable is changed by the user, CPE, or WoM config. </summary>
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public event EventHandler<EnvVariableEventArgs> EnvVariableChanged;
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internal void RaiseEnvVariableChanged( EnvVariable envVar ) { envArgs.Var = envVar; Raise( EnvVariableChanged, envArgs ); }
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/// <summary> Raised when the user changed their view/fog distance. </summary>
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public event EventHandler ViewDistanceChanged;
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/// <summary> Raised when the held block is changed by the user or by CPE. </summary>
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public event EventHandler HeldBlockChanged;
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internal void RaiseHeldBlockChanged() { Raise( HeldBlockChanged ); }
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/// <summary> Raised when the client's block permissions(can place or delete a block) change. </summary>
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public event EventHandler BlockPermissionsChanged;
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internal void RaiseBlockPermissionsChanged() { Raise( BlockPermissionsChanged ); }
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/// <summary> Raised when the server or a client-side command sends a message. </summary>
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public event EventHandler<ChatEventArgs> ChatReceived;
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// Cache event instances so we don't create needless new objects.
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IdEventArgs idArgs = new IdEventArgs( 0 );
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MapLoadingEventArgs loadingArgs = new MapLoadingEventArgs( 0 );
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EnvVariableEventArgs envArgs = new EnvVariableEventArgs( 0 );
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void Raise( EventHandler handler ) {
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if( handler != null ) {
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handler( this, EventArgs.Empty );
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}
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}
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void Raise<T>( EventHandler<T> handler, T args ) where T : EventArgs {
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if( handler != null ) {
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handler( this, args );
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}
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}
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}
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public sealed class IdEventArgs : EventArgs {
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public byte Id;
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public IdEventArgs( byte id ) {
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Id = id;
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}
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}
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public sealed class ChatEventArgs : EventArgs {
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public CpeMessage Type;
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public string Text;
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}
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public sealed class MapLoadingEventArgs : EventArgs {
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public int Progress;
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public MapLoadingEventArgs( int progress ) {
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Progress = progress;
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}
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}
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public sealed class EnvVariableEventArgs : EventArgs {
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public EnvVariable Var;
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public EnvVariableEventArgs( EnvVariable variable ) {
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Var = variable;
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}
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}
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public enum EnvVariable {
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SidesBlock,
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EdgeBlock,
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WaterLevel,
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Weather,
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SkyColour,
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CloudsColour,
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FogColour,
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SunlightColour,
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ShadowlightColour,
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}
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public enum Weather {
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Sunny,
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Rainy,
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Snowy,
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}
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}
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