private void regMobileEvents() { _log += LogServerMobile; _opLog += LogOpMobile; _adminLog += LogAdminMobile; _settings += SettingsUpdateMobile; _playerConnect += PlayerConnectMobile; _playerDisconnect += PlayerDisconnectMobile; _playerChat += PlayerChatMobile; _levelLoad += LevelLoadMobile; _levelUnload += LevelUnloadMobile; _groupSave += GroupChangedMobile; _groupLoad += GroupChangedMobile; Server.s.OnAdmin += _adminLog; Server.s.OnOp += _opLog; Server.s.OnLog += _log; Server.s.OnSettingsUpdate += _settings; Player.PlayerChat += _playerChat; Player.PlayerConnect += _playerConnect; Player.PlayerDisconnect += _playerDisconnect; Level.LevelLoad += _levelLoad; Level.LevelUnload += _levelUnload; Group.OnGroupLoad += _groupLoad; Group.OnGroupSave += _groupSave; }
/// <summary> /// Register this event /// </summary> /// <param name="method">This is the delegate that will get called when this event occurs</param> /// <param name="priority">The priority (imporantce) of this call</param> /// <param name="plugin">The plugin object that is registering the event</param> public static void Register(Level.OnLevelUnload method, Priority priority, Plugin plugin) { if (Find(plugin) != null) { throw new Exception("The user tried to register 2 of the same event!"); } events.Add(new OnLevelUnloadEvent(method, priority, plugin)); Organize(); }
private void RegEvents() { _logHandler += LogChatDesktop; _onPlayerConnect += PlayerConnect; _onPlayerDisconnect += PlayerDisconnect; _levelUnloaded += LevelUnloadDesktop; _levelLoaded += LevelLoadDesktop; Server.s.OnLog += _logHandler; Player.PlayerConnect += _onPlayerConnect; Player.PlayerDisconnect += _onPlayerDisconnect; Level.LevelLoaded += _levelLoaded; Level.LevelUnload += _levelUnloaded; #if Debug Server.s.Log("Registered Events"); #endif }
public override void LoadEvents() { _logHandler += OnLog; _onPlayerConnect += PlayerConnect; _onPlayerDisconnect += PlayerDisconnect; _levelUnloaded += LevelUnload; _levelLoaded += LevelLoad; Server.s.OnLog += _logHandler; Player.PlayerConnect += _onPlayerConnect; Player.PlayerDisconnect += _onPlayerDisconnect; Level.LevelLoaded += _levelLoaded; Level.LevelUnload += _levelUnloaded; #if Debug Server.s.Log("Registered Events"); #endif }
internal OnLevelUnloadEvent(Level.OnLevelUnload method, Priority priority, Plugin plugin) { this.plugin = plugin; this.priority = priority; this.method = method; }