Files
LegacyWeaveLoader/WeaveLoader.API/Events/GameEvents.cs
Jacobwasbeast fa195fdc2e Rebrand LegacyForge to Weave Loader
Rename across entire codebase:
- LegacyForge -> WeaveLoader (identifiers, namespaces, classes, DLLs)
- LegacyForgeRuntime -> WeaveLoaderRuntime (C++ project)
- LegacyForge.API/Core/Launcher -> WeaveLoader.API/Core/Launcher (C# projects)
- [LegacyForge] -> [WeaveLoader] (log prefixes)
- legacyforge -> weaveloader (config files, log files, backup suffixes)
- Display name "Weave Loader" in README, CONTRIBUTING, LICENSE
2026-03-06 23:31:18 -06:00

61 lines
2.0 KiB
C#

namespace WeaveLoader.API.Events;
public class TickEventArgs : EventArgs { }
public class BlockBreakEventArgs : EventArgs
{
public string BlockId { get; init; } = "";
public int X { get; init; }
public int Y { get; init; }
public int Z { get; init; }
public int PlayerId { get; init; }
}
public class BlockPlaceEventArgs : EventArgs
{
public string BlockId { get; init; } = "";
public int X { get; init; }
public int Y { get; init; }
public int Z { get; init; }
public int PlayerId { get; init; }
}
public class ChatEventArgs : EventArgs
{
public string Message { get; init; } = "";
public int PlayerId { get; init; }
}
public class EntitySpawnEventArgs : EventArgs
{
public string EntityId { get; init; } = "";
public float X { get; init; }
public float Y { get; init; }
public float Z { get; init; }
}
public class PlayerJoinEventArgs : EventArgs
{
public int PlayerId { get; init; }
public string PlayerName { get; init; } = "";
}
/// <summary>
/// Global game event subscriptions. Subscribe to these in your mod's OnInitialize().
/// Events are fired from the game's main thread via hooks in WeaveLoaderRuntime.
/// </summary>
public static class GameEvents
{
public static event EventHandler<BlockBreakEventArgs>? OnBlockBreak;
public static event EventHandler<BlockPlaceEventArgs>? OnBlockPlace;
public static event EventHandler<ChatEventArgs>? OnChat;
public static event EventHandler<EntitySpawnEventArgs>? OnEntitySpawn;
public static event EventHandler<PlayerJoinEventArgs>? OnPlayerJoin;
internal static void FireBlockBreak(BlockBreakEventArgs e) => OnBlockBreak?.Invoke(null, e);
internal static void FireBlockPlace(BlockPlaceEventArgs e) => OnBlockPlace?.Invoke(null, e);
internal static void FireChat(ChatEventArgs e) => OnChat?.Invoke(null, e);
internal static void FireEntitySpawn(EntitySpawnEventArgs e) => OnEntitySpawn?.Invoke(null, e);
internal static void FirePlayerJoin(PlayerJoinEventArgs e) => OnPlayerJoin?.Invoke(null, e);
}