public override void Load(bool startup) { OnPlayerMoveEvent.Register(HandlePlayerMove, Priority.High); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High); OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High); OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High); }
public override void Unload(bool shutdown) { OnPlayerMoveEvent.Unregister(HandlePlayerMove); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); OnLevelUnloadEvent.Unregister(HandleLevelUnload); OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning); }
public override void Load(bool startup) { Command.Register(new CmdReloadEffects()); Command.Register(new CmdEffect()); Command.Register(new CmdSpawner()); rnd = new Random(); LoadEffects(); DefineEffectsAll(); OnPlayerFinishConnectingEvent.Register(OnPlayerFinishConnecting, Priority.Low); OnLevelLoadedEvent.Register(OnLevelLoaded, Priority.Low); OnLevelUnloadEvent.Register(OnLevelUnload, Priority.Low); OnLevelDeletedEvent.Register(OnLevelDeleted, Priority.Low); OnLevelCopiedEvent.Register(OnLevelCopied, Priority.Low); OnLevelRenamedEvent.Register(OnLevelRenamed, Priority.Low); SpawnersFile.cache = new ThreadSafeCache(); if (!Directory.Exists(SpawnersFile.spawnerDirectory)) { Directory.CreateDirectory(SpawnersFile.spawnerDirectory); } Level[] levels = LevelInfo.Loaded.Items; foreach (Level level in levels) { SpawnersFile.Load(level); } spawnerAccum = 0; ActivateSpawners(); }
protected virtual void UnhookEventHandlers() { OnLevelUnloadEvent.Unregister(HandleLevelUnload); OnSendingHeartbeatEvent.Unregister(HandleSendingHeartbeat); OnSQLSaveEvent.Unregister(SaveStats); OnPlayerActionEvent.Unregister(HandlePlayerAction); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); }
protected virtual void HookEventHandlers() { OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High); OnSendingHeartbeatEvent.Register(HandleSendingHeartbeat, Priority.High); OnSQLSaveEvent.Register(SaveStats, Priority.High); OnPlayerActionEvent.Register(HandlePlayerAction, Priority.High); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High); }
public override void Unload(bool shutdown) { OnEntitySpawnedEvent.Unregister(HandleEntitySpawned); OnTabListEntryAddedEvent.Unregister(HandleTabListEntryAdded); OnMoneyChangedEvent.Unregister(HandleMoneyChanged); OnPlayerConnectEvent.Unregister(HandlePlayerConnect); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); OnPlayerMoveEvent.Unregister(HandlePlayerMove); OnPlayerActionEvent.Unregister(HandlePlayerAction); OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning); OnBlockChangeEvent.Unregister(HandleBlockChange); OnLevelUnloadEvent.Unregister(HandleLevelUnload); }
public override void Load(bool startup) { OnEntitySpawnedEvent.Register(HandleEntitySpawned, Priority.High); OnTabListEntryAddedEvent.Register(HandleTabListEntryAdded, Priority.High); OnMoneyChangedEvent.Register(HandleMoneyChanged, Priority.High); OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.High); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High); OnPlayerMoveEvent.Register(HandlePlayerMove, Priority.High); OnPlayerActionEvent.Register(HandlePlayerAction, Priority.High); OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High); OnBlockChangeEvent.Register(HandleBlockChange, Priority.High); OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High); }
public override void Unload(bool shutdown) { OnPlayerDeathEvent.Unregister(HandlePlayerDeath); OnPlayerChatEvent.Unregister(HandlePlayerChat); OnPlayerCommandEvent.Unregister(HandlePlayerCommand); OnBlockChangeEvent.Unregister(HandleBlockChange); OnPlayerDisconnectEvent.Unregister(HandleDisconnect); OnLevelUnloadEvent.Unregister(HandleLevelUnload); OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning); OnTabListEntryAddedEvent.Unregister(HandleTabListEntryAdded); OnJoinedLevelEvent.Unregister(HandleOnJoinedLevel); }
public override void Load(bool startup) { OnPlayerDeathEvent.Register(HandlePlayerDeath, Priority.High); OnPlayerChatEvent.Register(HandlePlayerChat, Priority.High); OnPlayerCommandEvent.Register(HandlePlayerCommand, Priority.High); OnBlockChangeEvent.Register(HandleBlockChange, Priority.High); OnPlayerDisconnectEvent.Register(HandleDisconnect, Priority.High); OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High); OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High); OnTabListEntryAddedEvent.Register(HandleTabListEntryAdded, Priority.High); OnJoinedLevelEvent.Register(HandleOnJoinedLevel, Priority.High); }
void InitServerTask(SchedulerTask task) { Server.Start(); // The first check for updates is run after 10 seconds, subsequent ones every two hours Server.Background.QueueRepeat(Updater.UpdaterTask, null, TimeSpan.FromSeconds(10)); OnPlayerConnectEvent.Register(Player_PlayerConnect, Priority.Low); OnPlayerDisconnectEvent.Register(Player_PlayerDisconnect, Priority.Low); OnJoinedLevelEvent.Register(Player_OnJoinedLevel, Priority.Low); OnLevelLoadedEvent.Register(Level_LevelLoaded, Priority.Low); OnLevelUnloadEvent.Register(Level_LevelUnload, Priority.Low); RunOnUiThread(() => main_btnProps.Enabled = true); }
public override void Unload(bool shutdown) { Command.Unregister(Command.Find("ReloadEffects")); Command.Unregister(Command.Find("Effect")); Command.Unregister(Command.Find("Spawner")); OnPlayerFinishConnectingEvent.Unregister(OnPlayerFinishConnecting); OnLevelLoadedEvent.Unregister(OnLevelLoaded); OnLevelUnloadEvent.Unregister(OnLevelUnload); OnLevelDeletedEvent.Unregister(OnLevelDeleted); OnLevelCopiedEvent.Unregister(OnLevelCopied); OnLevelRenamedEvent.Unregister(OnLevelRenamed); spawnersAtLevel.Clear(); instance.Cancel(tickSpawners); }