/// <summary> /// /// </summary> internal void OnUpdatedAI(IArtificialIntelligence artificialIntelligence, WorldEntity gameEntity) { EventHandler <UpdatedAIEventArgs> tempAfterEventArgs = m_EventUpdatedAI; if (tempAfterEventArgs != null) { UpdatedAIEventArgs eventArgs = new UpdatedAIEventArgs(artificialIntelligence, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnMovedTo(Point3D location, WorldEntity gameEntity) { EventHandler <MovedToCallEventArgs> tempAfterEventArgs = m_EventMovedToCall; if (tempAfterEventArgs != null) { MovedToCallEventArgs eventArgs = new MovedToCallEventArgs(location, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnDeletedCall(WorldEntity gameEntity) { EventHandler <WorldEntityEventArgs> tempAfterEventArgs = m_EventDeletedCall; if (tempAfterEventArgs != null) { WorldEntityEventArgs eventArgs = new WorldEntityEventArgs(gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnUpdatedMap(BaseMap map, WorldEntity gameEntity) { EventHandler <UpdatedMapEventArgs> tempAfterEventArgs = m_EventUpdatedMap; if (tempAfterEventArgs != null) { UpdatedMapEventArgs eventArgs = new UpdatedMapEventArgs(map, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnUpdatedMapSpaceNode(MapSpaceNode mapSpaceNode, WorldEntity gameEntity) { EventHandler <UpdatedMapSpaceNodeEventArgs> tempAfterEventArgs = m_EventUpdatedMapSpaceNode; if (tempAfterEventArgs != null) { UpdatedMapSpaceNodeEventArgs eventArgs = new UpdatedMapSpaceNodeEventArgs(mapSpaceNode, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnUpdatedOrientation(float orientation, WorldEntity gameEntity) { EventHandler <UpdatedOrientationEventArgs> tempAfterEventArgs = m_EventUpdatedOrientation; if (tempAfterEventArgs != null) { UpdatedOrientationEventArgs eventArgs = new UpdatedOrientationEventArgs(orientation, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnUpdatedLocation(Point3D point3D, WorldEntity gameEntity) { EventHandler <UpdatedLocationEventArgs> tempAfterEventArgs = m_EventUpdatedLocation; if (tempAfterEventArgs != null) { UpdatedLocationEventArgs eventArgs = new UpdatedLocationEventArgs(point3D, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnUpdatedZ(float z, WorldEntity gameEntity) { EventHandler <UpdatedZEventArgs> tempAfterEventArgs = m_EventUpdatedZ; if (tempAfterEventArgs != null) { UpdatedZEventArgs eventArgs = new UpdatedZEventArgs(z, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnUpdatedSerial(Serial serial, WorldEntity gameEntity) { EventHandler <UpdatedSerialEventArgs> tempAfterEventArgs = m_EventUpdatedSerial; if (tempAfterEventArgs != null) { UpdatedSerialEventArgs eventArgs = new UpdatedSerialEventArgs(serial, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal void OnMovedToWorld(Point3D oldLocation, BaseMap oldMap, WorldEntity gameEntity) { EventHandler <MovedToWorldEventArgs> tempAfterEventArgs = m_EventMovedToWorld; if (tempAfterEventArgs != null) { MovedToWorldEventArgs eventArgs = new MovedToWorldEventArgs(oldLocation, oldMap, gameEntity); tempAfterEventArgs(this, eventArgs); } }
/// <summary> /// /// </summary> internal bool OnMovingToWorld(Point3D newLocation, BaseMap newMap, WorldEntity gameEntity) { EventHandler <MovingToWorldEventArgs> tempBeforeEventArgs = m_EventMovingToWorld; if (tempBeforeEventArgs != null) { MovingToWorldEventArgs eventArgs = new MovingToWorldEventArgs(newLocation, newMap, gameEntity); tempBeforeEventArgs(this, eventArgs); return(eventArgs.IsCancel); } return(false); }
/// <summary> /// /// </summary> internal bool OnMovingTo(Point3D location, WorldEntity gameEntity) { EventHandler <MovingToCallEventArgs> tempBeforeEventArgs = m_EventMovingToCall; if (tempBeforeEventArgs != null) { MovingToCallEventArgs eventArgs = new MovingToCallEventArgs(location, gameEntity); tempBeforeEventArgs(this, eventArgs); return(eventArgs.IsCancel); } return(false); }
/// <summary> /// /// </summary> internal bool OnUpdatingLocation(Point3D point3D, WorldEntity gameEntity) { EventHandler <UpdatingLocationEventArgs> tempBeforeEventArgs = m_EventUpdatingLocation; if (tempBeforeEventArgs != null) { UpdatingLocationEventArgs eventArgs = new UpdatingLocationEventArgs(point3D, gameEntity); tempBeforeEventArgs(this, eventArgs); return(eventArgs.IsCancel); } return(false); }
/// <summary> /// /// </summary> internal bool OnUpdatingOrientation(float orientation, WorldEntity gameEntity) { EventHandler <UpdatingOrientationEventArgs> tempBeforeEventArgs = m_EventUpdatingOrientation; if (tempBeforeEventArgs != null) { UpdatingOrientationEventArgs eventArgs = new UpdatingOrientationEventArgs(orientation, gameEntity); tempBeforeEventArgs(this, eventArgs); return(eventArgs.IsCancel); } return(false); }
/// <summary> /// /// </summary> internal bool OnUpdatingSerial(Serial serial, WorldEntity gameEntity) { EventHandler <UpdatingSerialEventArgs> tempBeforeEventArgs = m_EventUpdatingSerial; if (tempBeforeEventArgs != null) { UpdatingSerialEventArgs eventArgs = new UpdatingSerialEventArgs(serial, gameEntity); tempBeforeEventArgs(this, eventArgs); return(eventArgs.IsCancel); } return(false); }
/// <summary> /// 初始化构造 /// </summary> /// <param name="baseCreature"></param> public MovedToCallEventArgs(Point3D location, WorldEntity gameEntity) : base(gameEntity) { m_OldLocation = location; }
/// <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; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="baseCreature"></param> public UpdatedAIEventArgs(IArtificialIntelligence artificialIntelligence, WorldEntity gameEntity) : base(gameEntity) { m_OldArtificialIntelligence = artificialIntelligence; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="baseCreature"></param> public MovingToCallEventArgs(Point3D location, WorldEntity gameEntity) : base(gameEntity) { m_NewLocation = location; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="baseCreature"></param> public UpdatedMapSpaceNodeEventArgs(MapSpaceNode mapSpaceNode, WorldEntity gameEntity) : base(gameEntity) { m_OldMapSpaceNode = mapSpaceNode; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="gameEntity"></param> public UpdatingSerialEventArgs(Serial serial, WorldEntity gameEntity) : base(gameEntity) { m_NewSerial = serial; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="baseCreature"></param> public UpdatedMapEventArgs(BaseMap baseMap, WorldEntity gameEntity) : base(gameEntity) { m_OldMap = baseMap; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="baseCreature"></param> public UpdatingMapSpaceNodeEventArgs(MapSpaceNode mapSpaceNode, WorldEntity gameEntity) : base(gameEntity) { m_NewMapSpaceNode = mapSpaceNode; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="baseCreature"></param> public UpdatingMapEventArgs(BaseMap baseMap, WorldEntity gameEntity) : base(gameEntity) { m_NewMap = baseMap; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="gameEntity"></param> public UpdatedLocationEventArgs(Point3D location, WorldEntity gameEntity) : base(gameEntity) { m_OldLocation = location; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="gameEntity"></param> public UpdatedOrientationEventArgs(float orientation, WorldEntity gameEntity) : base(gameEntity) { m_OldOrientation = orientation; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="gameEntity"></param> public WorldEntityEventArgs(WorldEntity gameEntity) { m_GameEntity = gameEntity; }
/// <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; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="baseCreature"></param> public ProcessSliceEventArgs(DateTime updateTime, WorldEntity gameEntity) : base(gameEntity) { m_DateTime = updateTime; }
/// <summary> /// 初始化构造 /// </summary> /// <param name="gameEntity"></param> public UpdatedZEventArgs(float z, WorldEntity gameEntity) : base(gameEntity) { m_OldZ = z; }