private void OnPlayerStatusChanged(object sender, PlayerStatusChangeArgs e)
        {
            if (GameMain.Instance.CharacterMgr == null || GameMain.Instance.CharacterMgr.status == null)
            {
                return;
            }

            Emit("player_prop_changed",
                 new Dictionary <string, object>
            {
                ["prop_name"] = e.Status,
                ["value"]     = playerGetters[e.Status].Invoke(GameMain.Instance.CharacterMgr.status, new object[0])
            });
        }
 private void ShouldPlayerPropChange(object sender, PlayerStatusChangeArgs e)
 {
     e.Locked = playerStatusLocks[e.Status];
 }