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]; }