Example #1
0
        //////////////////////////////////////////////////////////////////////////
        // Your module's main class must have a constructor that takes
        // ONLY a ModuleHost object.
        public EmptyModule( Furnarchy.ModuleHost host )
        {
            m_host = host;

             // Subscribe to some commonly used events. (optional)
             m_host.EnabledEvent += new Furnarchy.EnabledDelegate( onEnabled );
             m_host.DisabledEvent += new Furnarchy.DisabledDelegate( onDisabled );
             m_host.TouchedEvent += new Furnarchy.TouchedDelegate( onTouched );
             m_host.TickEvent += new Furnarchy.TickDelegate( onTick );
        }
Example #2
0
        //////////////////////////////////////////////////////////////////////////

        // Your module's main class must have a constructor that takes
        // ONLY a ModuleHost object.
        public EmptyModule(Furnarchy.ModuleHost host)
        {
            m_host = host;

            // Subscribe to some commonly used events. (optional)
            m_host.EnabledEvent  += new Furnarchy.EnabledDelegate(onEnabled);
            m_host.DisabledEvent += new Furnarchy.DisabledDelegate(onDisabled);
            m_host.TouchedEvent  += new Furnarchy.TouchedDelegate(onTouched);
            m_host.TickEvent     += new Furnarchy.TickDelegate(onTick);
        }
Example #3
0
        //////////////////////////////////////////////////////////////////////////
        // Your module's main class must have a constructor that takes
        // ONLY a ModuleHost object.
        public EmptyModule( Furnarchy.ModuleHost host )
        {
            m_host = host;

             // Our list of toasters.
             m_toasters = new LinkedList<Toaster>( );

             // Create our player context submenu you see when you right-click
             // on an avatar.
             m_player_menu = new MenuItem( );
             m_player_menu.MenuItems.Add( "Toaster!" ).Click += new EventHandler( onMenuToasterClick );

             // Attach it to Furc's player context menu.
             m_host.Client.attachPlayerMenu( m_player_menu );

             /* Subscribe to events. */

             // We need to intercept avatar creation, movement, and update commands to make
             // sure people are created as and remain toasters. The Net subsystem
             // exposes these events.
             m_host.Net.InboundAvatarCreateEvent += new Furnarchy.InboundAvatarCreateDelegate( onInboundAvatarCreate );
             m_host.Net.InboundAvatarMoveEvent += new Furnarchy.InboundAvatarMoveDelegate( onInboundAvatarMove );
             m_host.Net.InboundAvatarUpdateEvent += new Furnarchy.InboundAvatarUpdateDelegate( onInboundAvatarUpdate );
             m_host.Net.InboundAvatarShowEvent += new Furnarchy.InboundAvatarShowDelegate( onInboundAvatarShow );
             m_host.Net.InboundAvatarShow2Event += new Furnarchy.InboundAvatarShow2Delegate( onInboundAvatarShow2 );

             // The Client subsystem's PlayerMenuShowingEvent event will tell us when the player
             // context menu is being shown and the player's name. This allows us to customize the
             // menu per-player.
             m_host.Client.PlayerMenuShowingEvent += new Furnarchy.PlayerMenuShowingDelegate( onPlayerMenuShowing );

             // Some other common events we'll handle.
             m_host.EnabledEvent += new Furnarchy.EnabledDelegate( onEnabled );
             m_host.DisabledEvent += new Furnarchy.DisabledDelegate( onDisabled );
             m_host.TouchedEvent += new Furnarchy.TouchedDelegate( onTouched );
             m_host.CommandEvent += new Furnarchy.CommandDelegate( onCommand );

             // Load up the toasters file.
             loadToasters( );

             // Enable ourselves right away.
             m_host.Enabled = true;
        }
Example #4
0
        //////////////////////////////////////////////////////////////////////////

        // Your module's main class must have a constructor that takes
        // ONLY a ModuleHost object.
        public EmptyModule(Furnarchy.ModuleHost host)
        {
            m_host = host;

            // Our list of toasters.
            m_toasters = new LinkedList <Toaster>( );

            // Create our player context submenu you see when you right-click
            // on an avatar.
            m_player_menu = new MenuItem( );
            m_player_menu.MenuItems.Add("Toaster!").Click += new EventHandler(onMenuToasterClick);

            // Attach it to Furc's player context menu.
            m_host.Client.attachPlayerMenu(m_player_menu);

            /* Subscribe to events. */

            // We need to intercept avatar creation, movement, and update commands to make
            // sure people are created as and remain toasters. The Net subsystem
            // exposes these events.
            m_host.Net.InboundAvatarCreateEvent += new Furnarchy.InboundAvatarCreateDelegate(onInboundAvatarCreate);
            m_host.Net.InboundAvatarMoveEvent   += new Furnarchy.InboundAvatarMoveDelegate(onInboundAvatarMove);
            m_host.Net.InboundAvatarUpdateEvent += new Furnarchy.InboundAvatarUpdateDelegate(onInboundAvatarUpdate);
            m_host.Net.InboundAvatarShowEvent   += new Furnarchy.InboundAvatarShowDelegate(onInboundAvatarShow);
            m_host.Net.InboundAvatarShow2Event  += new Furnarchy.InboundAvatarShow2Delegate(onInboundAvatarShow2);

            // The Client subsystem's PlayerMenuShowingEvent event will tell us when the player
            // context menu is being shown and the player's name. This allows us to customize the
            // menu per-player.
            m_host.Client.PlayerMenuShowingEvent += new Furnarchy.PlayerMenuShowingDelegate(onPlayerMenuShowing);

            // Some other common events we'll handle.
            m_host.EnabledEvent  += new Furnarchy.EnabledDelegate(onEnabled);
            m_host.DisabledEvent += new Furnarchy.DisabledDelegate(onDisabled);
            m_host.TouchedEvent  += new Furnarchy.TouchedDelegate(onTouched);
            m_host.CommandEvent  += new Furnarchy.CommandDelegate(onCommand);

            // Load up the toasters file.
            loadToasters( );

            // Enable ourselves right away.
            m_host.Enabled = true;
        }