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AAEmu.Game/Models/Game/Units/UnitEvents.cs
399 строк
11 KB
Roger Barreto
Multi platform enablement for Net9 and Net8 (#1104)
29 ноя 2024, 21:22
Не верифицирован
29 ноя 2024, 21:22
e374e61
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using System; using System.Numerics; using AAEmu.Game.Models.Game.Char; using AAEmu.Game.Models.Game.Quests.Static; using AAEmu.Game.Models.Game.World; using AAEmu.Game.Models.Game.World.Transform; namespace AAEmu.Game.Models.Game.Units; public class UnitEvents { /******************************************************** * Please dont uncomment unless you implement these! * * Commented = Not Invoked!!! * ********************************************************/ public EventHandler<OnAttackArgs> OnAttack = delegate { }; //Double check this one public EventHandler<OnAttackedArgs> OnAttacked = delegate { }; //Double check this one public EventHandler<OnDamageArgs> OnDamage = delegate { }; public EventHandler<OnDamagedArgs> OnDamaged = delegate { }; //public EventHandler<OnTimeoutArgs> OnTimeout = delegate { }; //When player disconnects? Buff runs out? idk public EventHandler<OnDamagedArgs> OnDamagedMelee = delegate { }; public EventHandler<OnDamagedArgs> OnDamagedRanged = delegate { }; public EventHandler<OnDamagedArgs> OnDamagedSpell = delegate { }; public EventHandler<OnDamagedArgs> OnDamagedSiege = delegate { }; //public EventHandler<OnLandingArgs> OnLanding = delegate { }; //Assume this is for falling? //public EventHandler<OnStartedArgs> OnStarted = delegate { }; // I think this belongs part of effect public EventHandler<OnMovementArgs> OnMovement = delegate { }; // Only for walking? Or Movement in general? public EventHandler<OnChannelingCancelArgs> OnChannelingCancel = delegate { }; //This one might need fixing //public EventHandler<OnRemoveOnDamagedArgs> OnRemoveOnDamaged = delegate { }; // Covered by OnDamaged? Maybe? public EventHandler<OnUnmountArgs> OnUnmount = delegate { }; public EventHandler<OnKillArgs> OnKill = delegate { }; //public EventHandler<OnDamagedCollisionArgs> OnDamagedCollision = delegate { };//I think for ships //public EventHandler<OnImmortalityArgs> OnImmortality = delegate { }; //When unit goes invuln? //public EventHandler<OnTimeArgs> OnTime = delegate { }; //Event for effect? //public EventHandler<OnTimeArgs> OnTime = delegate { }; //Add it if needed, but I think OnKill is fine? public EventHandler<OnHealedArgs> OnHealed = delegate { }; // For Quests // At Step Start public EventHandler<OnAcceptDoodadArgs> OnAcceptDoodad = delegate { }; // At Step Progress public EventHandler<OnMonsterHuntArgs> OnMonsterHunt = delegate { }; public EventHandler<OnMonsterGroupHuntArgs> OnMonsterGroupHunt = delegate { }; public EventHandler<OnTalkMadeArgs> OnTalkMade = delegate { }; public EventHandler<OnTalkNpcGroupMadeArgs> OnTalkNpcGroupMade = delegate { }; public EventHandler<OnAggroArgs> OnAggro = delegate { }; public EventHandler<OnItemGatherArgs> OnItemGather = delegate { }; public EventHandler<OnItemGroupGatherArgs> OnItemGroupGather = delegate { }; public EventHandler<OnItemUseArgs> OnItemUse = delegate { }; public EventHandler<OnItemGroupUseArgs> OnItemGroupUse = delegate { }; public EventHandler<OnInteractionArgs> OnInteraction = delegate { }; public EventHandler<OnExpressFireArgs> OnExpressFire = delegate { }; public EventHandler<OnLevelUpArgs> OnLevelUp = delegate { }; public EventHandler<OnMateLevelUpArgs> OnMateLevelUp = delegate { }; public EventHandler<OnAbilityLevelUpArgs> OnAbilityLevelUp = delegate { }; public EventHandler<OnEnterSphereArgs> OnEnterSphere = delegate { }; public EventHandler<OnExitSphereArgs> OnExitSphere = delegate { }; public EventHandler<OnCraftArgs> OnCraft = delegate { }; public EventHandler<OnZoneKillArgs> OnZoneKill = delegate { }; // public EventHandler<OnZoneMonsterHuntArgs> OnZoneMonsterHunt = delegate { }; // Integrated into OnZoneKill public EventHandler<OnCinemaStartedArgs> OnCinemaStarted = delegate { }; public EventHandler<OnCinemaEndedArgs> OnCinemaEnded = delegate { }; // At Step Ready public EventHandler<OnReportNpcArgs> OnReportNpc = delegate { }; public EventHandler<OnReportDoodadArgs> OnReportDoodad = delegate { }; public EventHandler<OnReportJournalArgs> OnReportJournal = delegate { }; // At Step Complete? public EventHandler<OnQuestCompleteArgs> OnQuestComplete = delegate { }; // Dungeon related public EventHandler<OnCombatStartedArgs> OnCombatStarted = delegate { }; public EventHandler<InIdleArgs> InIdle = delegate { }; public EventHandler<InAlertArgs> InAlert = delegate { }; public EventHandler<InDeadArgs> InDead = delegate { }; public EventHandler<OnDeathArgs> OnDeath = delegate { }; public EventHandler<OnSpawnArgs> OnSpawn = delegate { }; public EventHandler<OnDespawnArgs> OnDespawn = delegate { }; public EventHandler<OnTimerExpiredArgs> OnTimerExpired = delegate { }; public EventHandler<OnQuestStepChangedArgs> OnQuestStepChanged = delegate { }; public EventHandler<OnAlertArgs> OnAlert = delegate { }; } public class OnMonsterHuntArgs : EventArgs { public uint NpcId { get; set; } public uint Count { get; set; } public Transform Transform { get; set; } } public class OnMonsterGroupHuntArgs : EventArgs { public uint NpcId { get; set; } public uint Count { get; set; } public Transform Position { get; set; } } public class OnItemGatherArgs : EventArgs { public uint QuestId { get; set; } // QuestContextId public uint ItemId { get; set; } public int Count { get; set; } } public class OnItemGroupGatherArgs : EventArgs { public uint ItemId { get; set; } public int Count { get; set; } public uint ItemGroupId { get; set; } } public class OnTalkMadeArgs : EventArgs { public uint QuestId { get; set; } // QuestContextId public uint NpcId { get; set; } // Npc.TemplateId public uint QuestComponentId { get; set; } public uint QuestActId { get; set; } public Transform Transform { get; set; } public ICharacter SourcePlayer { get; set; } } public class OnTalkNpcGroupMadeArgs : EventArgs { public uint QuestId { get; set; } // QuestContextId public uint NpcGroupId { get; set; } // Npc Group Id public uint NpcId { get; set; } // Npc.TemplateId public uint QuestComponentId { get; set; } public uint QuestActId { get; set; } public Transform Transform { get; set; } } public class OnAggroArgs : EventArgs { public uint NpcId { get; set; } public Transform Transform { get; set; } } public class OnItemUseArgs : EventArgs { public uint ItemId { get; set; } } public class OnItemGroupUseArgs : EventArgs { public uint ItemGroupId { get; set; } public int Count { get; set; } } public class OnInteractionArgs : EventArgs { public uint DoodadId { get; set; } // Doodad.TemplateId public ICharacter SourcePlayer { get; set; } } public class OnCraftArgs : EventArgs { public uint CraftId { get; set; } } public class OnExpressFireArgs : EventArgs { public uint NpcId { get; set; } // Npc.TemplateId public uint EmotionId { get; set; } } public class OnLevelUpArgs : EventArgs { // Empty } public class OnMateLevelUpArgs : EventArgs { // Empty } public class OnAbilityLevelUpArgs : EventArgs { // Empty } public class OnEnterSphereArgs : EventArgs { public SphereQuest SphereQuest { get; set; } public Vector3 OldPosition { get; set; } public Vector3 NewPosition { get; set; } } public class OnExitSphereArgs : EventArgs { public SphereQuest SphereQuest { get; set; } public Vector3 OldPosition { get; set; } public Vector3 NewPosition { get; set; } } public class OnZoneKillArgs : EventArgs { public uint ZoneGroupId { get; set; } public ICharacter Killer { get; set; } public Unit Victim { get; set; } } public class OnCinemaStartedArgs : EventArgs { public uint CinemaId { get; set; } } public class OnCinemaEndedArgs : EventArgs { public uint CinemaId { get; set; } } public class OnReportNpcArgs : EventArgs { public uint QuestId { get; set; } // QuestContextId public uint NpcId { get; set; } // Npc.TemplateId public int Selected { get; set; } public Transform Transform { get; set; } // чтобы проверять расстояние до него } public class OnAcceptDoodadArgs : EventArgs { //public uint QuestId { get; set; } // QuestContextId public uint DoodadId { get; set; } // Doodad.TemplateId //public int Selected { get; set; } } public class OnReportDoodadArgs : EventArgs { public uint QuestId { get; set; } // QuestContextId public uint DoodadId { get; set; } // Doodad.TemplateId public int Selected { get; set; } public Transform Transform { get; set; } // чтобы проверять расстояние до него } public class OnReportJournalArgs : EventArgs { // Empty } public class OnQuestCompleteArgs : EventArgs { public uint QuestId { get; set; } public int Selected { get; set; } } public class OnAttackArgs : EventArgs { public Unit Attacker { get; set; } } public class OnAttackedArgs : EventArgs { // Empty } public class OnDamageArgs : EventArgs { public Unit Attacker { get; set; } public int Amount { get; set; } } public class OnDamagedArgs : EventArgs { public Unit Attacker { get; set; } public int Amount { get; set; } } public class OnDamagedMeleeArgs : EventArgs { public Unit Attacker { get; set; } public int Amount { get; set; } } public class OnDamagedRangedArgs : EventArgs { public Unit Attacker { get; set; } public int Amount { get; set; } } public class OnDamagedSpellArgs : EventArgs { public Unit Attacker { get; set; } public int Amount { get; set; } } public class OnDamagedSiegeArgs : EventArgs { public Unit Attacker { get; set; } public int Amount { get; set; } } public class OnLandingArgs : EventArgs { // Empty } public class OnMovementArgs : EventArgs { // Empty } public class OnChannelingCancelArgs : EventArgs { // Empty } public class OnRemoveOnDamagedArgs : EventArgs { // Empty } public class OnDeathArgs : EventArgs { public Unit Killer { get; set; } public Unit Victim { get; set; } } public class OnUnmountArgs : EventArgs { // Empty } public class OnKillArgs : EventArgs { public Unit Target { get; set; } } public class OnDamagedCollisionArgs : EventArgs { // Empty } public class OnImmortalityArgs : EventArgs { // Empty } public class OnTimeArgs : EventArgs { // Empty } public class OnKillAnyArgs : EventArgs { // Empty } public class OnHealedArgs : EventArgs { public Unit Healer { get; set; } public int HealAmount { get; set; } } public class OnCombatStartedArgs : EventArgs { public Unit Owner { get; set; } public Unit Target { get; set; } } public class InIdleArgs : EventArgs { public Unit Owner { get; set; } } public class InAlertArgs : EventArgs { public Unit Npc { get; set; } } public class InDeadArgs : EventArgs { public Unit Npc { get; set; } } public class OnSpawnArgs : EventArgs { public Unit Npc { get; set; } } public class OnDespawnArgs : EventArgs { public Unit Npc { get; set; } } public class OnTimerExpiredArgs : EventArgs { public uint QuestId { get; set; } } public class OnQuestStepChangedArgs : EventArgs { public uint QuestId { get; set; } public QuestComponentKind Step { get; set; } } public class OnAlertArgs : EventArgs { public Unit Npc { get; set; } public BaseUnit Target { get; set; } }