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Delegate.cs
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Delegate.cs
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#region zh-CHS 2006 - 2008 DemoSoft 团队 | en 2006 - 2008 DemoSoft Team
// NOTES
// ---------------
//
// This file is a part of the MMOSE(Massively Multiplayer Online Server Engine) for .NET.
//
// 2006-2008 DemoSoft Team
//
//
// First Version : by H.Q.Cai - mailto:caihuanqing@hotmail.com
/***************************************************************************
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published
* by the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
***************************************************************************/
#region zh-CHS 包含名字空间 | en Include namespace
using System;
using Demo.Mmose.Core.Common;
using Demo.Mmose.Core.Map;
#endregion
namespace Demo.Mmose.Core.Entity
{
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class WorldEntityEventArgs : EventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public WorldEntityEventArgs( WorldEntity gameEntity )
{
m_GameEntity = gameEntity;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
/// BaseWorld的数据
/// </summary>
private WorldEntity m_GameEntity = null;
#endregion
/// <summary>
/// BaseWorld实例
/// </summary>
public WorldEntity GameEntity
{
get { return m_GameEntity; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatingSerialEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatingSerialEventArgs( Serial serial, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewSerial = serial;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private Serial m_NewSerial = Serial.Zero;
#endregion
/// <summary>
///
/// </summary>
public Serial NewSerial
{
get { return m_NewSerial; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private bool m_IsCancel = false;
#endregion
/// <summary>
///
/// </summary>
public bool IsCancel
{
get { return m_IsCancel; }
set { m_IsCancel = value; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatedSerialEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatedSerialEventArgs( Serial serial, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldSerial = serial;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private Serial m_OldSerial = Serial.Zero;
#endregion
/// <summary>
///
/// </summary>
public Serial OldSerial
{
get { return m_OldSerial; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatingXEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatingXEventArgs( float x, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewX = x;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private float m_NewX = 0;
#endregion
/// <summary>
///
/// </summary>
public float NewX
{
get { return m_NewX; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private bool m_IsCancel = false;
#endregion
/// <summary>
///
/// </summary>
public bool IsCancel
{
get { return m_IsCancel; }
set { m_IsCancel = value; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatedXEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatedXEventArgs( float x, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldX = x;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private float m_OldX = 0;
#endregion
/// <summary>
///
/// </summary>
public float OldX
{
get { return m_OldX; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatingYEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatingYEventArgs( float y, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewY = y;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private float m_NewY = 0;
#endregion
/// <summary>
///
/// </summary>
public float NewY
{
get { return m_NewY; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private bool m_IsCancel = false;
#endregion
/// <summary>
///
/// </summary>
public bool IsCancel
{
get { return m_IsCancel; }
set { m_IsCancel = value; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatedYEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatedYEventArgs( float y, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldY = y;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private float m_OldY = 0;
#endregion
/// <summary>
///
/// </summary>
public float OldY
{
get { return m_OldY; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatingZEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatingZEventArgs( float z, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewZ = z;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private float m_NewZ = 0;
#endregion
/// <summary>
///
/// </summary>
public float NewZ
{
get { return m_NewZ; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private bool m_IsCancel = false;
#endregion
/// <summary>
///
/// </summary>
public bool IsCancel
{
get { return m_IsCancel; }
set { m_IsCancel = value; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatedZEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatedZEventArgs( float z, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldZ = z;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private float m_OldZ = 0;
#endregion
/// <summary>
///
/// </summary>
public float OldZ
{
get { return m_OldZ; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatingOrientationEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatingOrientationEventArgs( float orientation, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewOrientation = orientation;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private float m_NewOrientation = 0;
#endregion
/// <summary>
///
/// </summary>
public float NewOrientation
{
get { return m_NewOrientation; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private bool m_IsCancel = false;
#endregion
/// <summary>
///
/// </summary>
public bool IsCancel
{
get { return m_IsCancel; }
set { m_IsCancel = value; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatedOrientationEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatedOrientationEventArgs( float orientation, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldOrientation = orientation;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private float m_OldOrientation = 0;
#endregion
/// <summary>
///
/// </summary>
public float OldOrientation
{
get { return m_OldOrientation; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatingLocationEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatingLocationEventArgs( Point3D location, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewLocation = location;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private Point3D m_NewLocation = Point3D.Zero;
#endregion
/// <summary>
///
/// </summary>
public Point3D NewLocation
{
get { return m_NewLocation; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private bool m_IsCancel = false;
#endregion
/// <summary>
///
/// </summary>
public bool IsCancel
{
get { return m_IsCancel; }
set { m_IsCancel = value; }
}
#endregion
}
/// <summary>
/// gameEntity的事件数据类
/// </summary>
public class UpdatedLocationEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="gameEntity"></param>
public UpdatedLocationEventArgs( Point3D location, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldLocation = location;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private Point3D m_OldLocation = Point3D.Zero;
#endregion
/// <summary>
///
/// </summary>
public Point3D OldLocation
{
get { return m_OldLocation; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class UpdatingMapEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public UpdatingMapEventArgs( BaseMap baseMap, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewMap = baseMap;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private BaseMap m_NewMap = null;
#endregion
/// <summary>
///
/// </summary>
public BaseMap NewMap
{
get { return m_NewMap; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class UpdatedMapEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public UpdatedMapEventArgs( BaseMap baseMap, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldMap = baseMap;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private BaseMap m_OldMap = null;
#endregion
/// <summary>
///
/// </summary>
public BaseMap OldMap
{
get { return m_OldMap; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class UpdatingMapSpaceNodeEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public UpdatingMapSpaceNodeEventArgs( MapSpaceNode mapSpaceNode, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewMapSpaceNode = mapSpaceNode;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private MapSpaceNode m_NewMapSpaceNode = null;
#endregion
/// <summary>
///
/// </summary>
public MapSpaceNode NewMapSpaceNode
{
get { return m_NewMapSpaceNode; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class UpdatedMapSpaceNodeEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public UpdatedMapSpaceNodeEventArgs( MapSpaceNode mapSpaceNode, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldMapSpaceNode = mapSpaceNode;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private MapSpaceNode m_OldMapSpaceNode = null;
#endregion
/// <summary>
///
/// </summary>
public MapSpaceNode OldMapSpaceNode
{
get { return m_OldMapSpaceNode; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class UpdatingAIEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public UpdatingAIEventArgs( IArtificialIntelligence artificialIntelligence, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewArtificialIntelligence = artificialIntelligence;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private IArtificialIntelligence m_NewArtificialIntelligence = null;
#endregion
/// <summary>
///
/// </summary>
public IArtificialIntelligence NewAI
{
get { return m_NewArtificialIntelligence; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class UpdatedAIEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public UpdatedAIEventArgs( IArtificialIntelligence artificialIntelligence, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldArtificialIntelligence = artificialIntelligence;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private IArtificialIntelligence m_OldArtificialIntelligence = null;
#endregion
/// <summary>
///
/// </summary>
public IArtificialIntelligence OldAI
{
get { return m_OldArtificialIntelligence; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class MovingToCallEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public MovingToCallEventArgs( Point3D location, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewLocation = location;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private Point3D m_NewLocation = Point3D.Zero;
#endregion
/// <summary>
///
/// </summary>
public Point3D NewLocation
{
get { return m_NewLocation; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private bool m_IsCancel = false;
#endregion
/// <summary>
///
/// </summary>
public bool IsCancel
{
get { return m_IsCancel; }
set { m_IsCancel = value; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class MovedToCallEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public MovedToCallEventArgs( Point3D location, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldLocation = location;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private Point3D m_OldLocation = Point3D.Zero;
#endregion
/// <summary>
///
/// </summary>
public Point3D OldLocation
{
get { return m_OldLocation; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class MovingToWorldEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public MovingToWorldEventArgs( Point3D location, BaseMap newMap, WorldEntity gameEntity ) :
base( gameEntity )
{
m_NewLocation = location;
m_NewMap = newMap;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private Point3D m_NewLocation = Point3D.Zero;
#endregion
/// <summary>
///
/// </summary>
public Point3D NewLocation
{
get { return m_NewLocation; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private BaseMap m_NewMap = null;
#endregion
/// <summary>
///
/// </summary>
public BaseMap NewMap
{
get { return m_NewMap; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private bool m_IsCancel = false;
#endregion
/// <summary>
///
/// </summary>
public bool IsCancel
{
get { return m_IsCancel; }
set { m_IsCancel = value; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class MovedToWorldEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public MovedToWorldEventArgs( Point3D oldLocation, BaseMap oldMap, WorldEntity gameEntity ) :
base( gameEntity )
{
m_OldLocation = oldLocation;
m_OldMap = oldMap;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private Point3D m_OldLocation = Point3D.Zero;
#endregion
/// <summary>
///
/// </summary>
public Point3D OldLocation
{
get { return m_OldLocation; }
}
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private BaseMap m_OldMap = null;
#endregion
/// <summary>
///
/// </summary>
public BaseMap OldMap
{
get { return m_OldMap; }
}
#endregion
}
/// <summary>
/// BaseCreature的事件数据类
/// </summary>
public class ProcessSliceEventArgs : WorldEntityEventArgs
{
#region zh-CHS 构造和初始化和清理 | en Constructors and Initializers and Dispose
/// <summary>
/// 初始化构造
/// </summary>
/// <param name="baseCreature"></param>
public ProcessSliceEventArgs( DateTime updateTime, WorldEntity gameEntity ) :
base( gameEntity )
{
m_DateTime = updateTime;
}
#endregion
#region zh-CHS 共有属性 | en Public Properties
#region zh-CHS 私有成员变量 | en Private Member Variables
/// <summary>
///
/// </summary>
private DateTime m_DateTime = DateTime.MinValue;
#endregion
/// <summary>
///
/// </summary>
public DateTime UpdateTime
{
get { return m_DateTime; }
}
#endregion
}
}
#endregion