mirror of
https://github.com/project-redbud/FunGame-Core.git
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添加GamingModel,补充GamingEventHandler (#67)
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parent
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commit
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@ -43,7 +43,6 @@ namespace Milimoe.FunGame.Core.Api.Utility
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{
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{
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InterfaceType.IClient => InterfaceSet.Type.IClient,
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InterfaceType.IClient => InterfaceSet.Type.IClient,
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InterfaceType.IServer => InterfaceSet.Type.IServer,
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InterfaceType.IServer => InterfaceSet.Type.IServer,
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InterfaceType.IGameModeSupported => InterfaceSet.Type.IGameModeSupported,
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_ => ""
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_ => ""
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};
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};
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}
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}
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@ -125,7 +125,7 @@ namespace Milimoe.FunGame.Core.Controller
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}
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}
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ConnectArgs.Clear();
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ConnectArgs.Clear();
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ConnectArgs = [ result, msg, servername, notice ];
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ConnectArgs = [result, msg, servername, notice];
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AfterConnect(ConnectArgs);
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AfterConnect(ConnectArgs);
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// 允许修改数组中的result,强行改变连接的结果
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// 允许修改数组中的result,强行改变连接的结果
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@ -293,7 +293,7 @@ namespace Milimoe.FunGame.Core.Controller
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{
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{
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return _Socket.ReceiveArray();
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return _Socket.ReceiveArray();
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}
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}
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return Array.Empty<SocketObject>();
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return [];
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}
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}
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/// <summary>
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/// <summary>
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@ -371,61 +371,61 @@ namespace Milimoe.FunGame.Core.Controller
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}
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}
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/// <summary>
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/// <summary>
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/// 客户端接收到服务器断开连接的通知后的处理方法
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/// 客户端接收服务器断开连接的通知
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_Disconnect(SocketObject ServerMessage);
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protected abstract void SocketHandler_Disconnect(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到服务器系统消息后的处理方法
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/// 客户端接收并处理服务器系统消息
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_System(SocketObject ServerMessage);
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protected abstract void SocketHandler_System(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到服务器心跳后的处理方法
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/// 客户端接收并处理服务器心跳
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_HeartBeat(SocketObject ServerMessage);
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protected abstract void SocketHandler_HeartBeat(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到强制退出登录的通知后的处理方法
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/// 客户端接收强制退出登录的通知
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_ForceLogout(SocketObject ServerMessage);
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protected abstract void SocketHandler_ForceLogout(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到聊天信息后的处理方法
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/// 客户端接收并处理聊天信息
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_Chat(SocketObject ServerMessage);
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protected abstract void SocketHandler_Chat(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到更换房主后的处理方法
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/// 客户端接收并处理更换房主信息
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_UpdateRoomMaster(SocketObject ServerMessage);
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protected abstract void SocketHandler_UpdateRoomMaster(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到匹配房间成功后的处理方法
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/// 客户端接收并处理匹配房间成功信息
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_MatchRoom(SocketObject ServerMessage);
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protected abstract void SocketHandler_MatchRoom(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到开始游戏信息后的处理方法
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/// 客户端接收并处理开始游戏信息
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_StartGame(SocketObject ServerMessage);
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protected abstract void SocketHandler_StartGame(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到游戏结束信息后的处理方法
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/// 客户端接收并处理游戏结束信息
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_EndGame(SocketObject ServerMessage);
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protected abstract void SocketHandler_EndGame(SocketObject ServerMessage);
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/// <summary>
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/// <summary>
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/// 客户端接收到局内消息后的处理方法
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/// 客户端接收并处理局内消息
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/// </summary>
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/// </summary>
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/// <param name="ServerMessage"></param>
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/// <param name="ServerMessage"></param>
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protected abstract void SocketHandler_Gaming(SocketObject ServerMessage);
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protected abstract void SocketHandler_Gaming(SocketObject ServerMessage);
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@ -1011,61 +1011,61 @@
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Disconnect(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Disconnect(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到服务器断开连接的通知后的处理方法
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客户端接收服务器断开连接的通知
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_System(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_System(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到服务器系统消息后的处理方法
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客户端接收并处理服务器系统消息
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_HeartBeat(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_HeartBeat(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到服务器心跳后的处理方法
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客户端接收并处理服务器心跳
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_ForceLogout(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_ForceLogout(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到强制退出登录的通知后的处理方法
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客户端接收强制退出登录的通知
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Chat(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Chat(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到聊天信息后的处理方法
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客户端接收并处理聊天信息
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_UpdateRoomMaster(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_UpdateRoomMaster(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到更换房主后的处理方法
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客户端接收并处理更换房主信息
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_MatchRoom(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_MatchRoom(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到匹配房间成功后的处理方法
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客户端接收并处理匹配房间成功信息
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_StartGame(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_StartGame(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到开始游戏信息后的处理方法
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客户端接收并处理开始游戏信息
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_EndGame(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_EndGame(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到游戏结束信息后的处理方法
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客户端接收并处理游戏结束信息
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Gaming(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<member name="M:Milimoe.FunGame.Core.Controller.RunTimeController.SocketHandler_Gaming(Milimoe.FunGame.Core.Library.Common.Network.SocketObject)">
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<summary>
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<summary>
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客户端接收到局内消息后的处理方法
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客户端接收并处理局内消息
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</summary>
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</summary>
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<param name="ServerMessage"></param>
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<param name="ServerMessage"></param>
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</member>
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</member>
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@ -1153,9 +1153,9 @@
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这是最基本的接口,要求客户端实现
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这是最基本的接口,要求客户端实现
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</summary>
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</summary>
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</member>
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</member>
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<member name="T:Milimoe.FunGame.Core.Interface.IGameModeSupported">
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<member name="T:Milimoe.FunGame.Core.Interface.IServer">
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<summary>
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<summary>
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服务端和客户端都应该实现这个接口,用于初始化支持的Mod列表
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服务器需要实现此接口
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</summary>
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</summary>
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</member>
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</member>
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<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterMode.Name">
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<member name="P:Milimoe.FunGame.Core.Library.Common.Addon.CharacterMode.Name">
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@ -1984,6 +1984,30 @@
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自动登录的秘钥
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自动登录的秘钥
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</summary>
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</summary>
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</member>
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</member>
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<member name="T:Milimoe.FunGame.Core.Model.Gaming">
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<summary>
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游戏局内类
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客户端需要使用创建此类单例
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</summary>
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</member>
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<member name="M:Milimoe.FunGame.Core.Model.Gaming.StartGame(Milimoe.FunGame.Core.Library.Common.Addon.GameMode,Milimoe.FunGame.Core.Entity.Room,System.Collections.Generic.List{Milimoe.FunGame.Core.Entity.User})">
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<summary>
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传入游戏所需的参数,构造一个Gaming实例
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</summary>
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<param name="GameMode"></param>
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<param name="Room"></param>
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<param name="Users"></param>
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<returns></returns>
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</member>
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<member name="M:Milimoe.FunGame.Core.Model.Gaming.GamingHandler(Milimoe.FunGame.Core.Library.Constant.GamingType,System.Collections.Hashtable)">
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<summary>
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需在RunTimeController的SocketHandler_Gaming方法中调用此方法
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<para>客户端也可以参照此方法自行实现</para>
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<para>此方法目的是为了触发 <see cref="T:Milimoe.FunGame.Core.Library.Common.Addon.GameMode"/> 的局内事件实现</para>
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</summary>
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<param name="GamingType"></param>
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<param name="Data"></param>
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</member>
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<member name="P:Milimoe.FunGame.Core.Model.Session.Server_IP">
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<member name="P:Milimoe.FunGame.Core.Model.Session.Server_IP">
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<summary>
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<summary>
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服务器IP地址
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服务器IP地址
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@ -1,8 +1,8 @@
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namespace Milimoe.FunGame.Core.Interface
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namespace Milimoe.FunGame.Core.Interface
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{
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{
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public interface IGameMode : IAddon, IGamingConnectEventHandler, IGamingDisconnectEventHandler, IGamingReconnectEventHandler, IGamingBanCharacterEventHandler, IGamingPickCharacterEventHandler,
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public interface IGameMode : IAddon, IGamingConnectEventHandler, IGamingDisconnectEventHandler, IGamingReconnectEventHandler, IGamingBanCharacterEventHandler, IGamingPickCharacterEventHandler,
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IGamingRandomEventHandler, IGamingMoveEventHandler, IGamingAttackEventHandler, IGamingSkillEventHandler, IGamingItemEventHandler, IGamingMagicEventHandler, IGamingBuyEventHandler,
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IGamingRandomEventHandler, IGamingRoundEventHandler, IGamingLevelUpEventHandler, IGamingMoveEventHandler, IGamingAttackEventHandler, IGamingSkillEventHandler, IGamingItemEventHandler, IGamingMagicEventHandler,
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IGamingSuperSkillEventHandler, IGamingPauseEventHandler, IGamingUnpauseEventHandler, IGamingSurrenderEventHandler, IGamingUpdateInfoEventHandler
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IGamingBuyEventHandler, IGamingSuperSkillEventHandler, IGamingPauseEventHandler, IGamingUnpauseEventHandler, IGamingSurrenderEventHandler, IGamingUpdateInfoEventHandler, IGamingPunishEventHandler
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{
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{
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public abstract bool StartUI(params object[] args);
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public abstract bool StartUI(params object[] args);
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}
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}
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@ -1,4 +1,5 @@
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using Milimoe.FunGame.Core.Library.Common.Addon;
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using System.Collections;
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using Milimoe.FunGame.Core.Library.Common.Addon;
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using Milimoe.FunGame.Core.Library.Common.Event;
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using Milimoe.FunGame.Core.Library.Common.Event;
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namespace Milimoe.FunGame.Core.Interface
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namespace Milimoe.FunGame.Core.Interface
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@ -8,10 +9,10 @@ namespace Milimoe.FunGame.Core.Interface
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/// </summary>
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/// </summary>
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public interface IGamingEventHandler
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public interface IGamingEventHandler
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{
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{
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public delegate void BeforeEventHandler(object sender, GamingEventArgs e);
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public delegate void BeforeEventHandler(object sender, GamingEventArgs e, Hashtable data);
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public delegate void AfterEventHandler(object sender, GamingEventArgs e);
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public delegate void AfterEventHandler(object sender, GamingEventArgs e, Hashtable data);
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public delegate void SucceedEventHandler(object sender, GamingEventArgs e);
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public delegate void SucceedEventHandler(object sender, GamingEventArgs e, Hashtable data);
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public delegate void FailedEventHandler(object sender, GamingEventArgs e);
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public delegate void FailedEventHandler(object sender, GamingEventArgs e, Hashtable data);
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}
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}
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public interface IGamingConnectEventHandler : IGamingEventHandler
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public interface IGamingConnectEventHandler : IGamingEventHandler
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@ -21,10 +22,10 @@ namespace Milimoe.FunGame.Core.Interface
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public event SucceedEventHandler? SucceedGamingConnect;
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public event SucceedEventHandler? SucceedGamingConnect;
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public event FailedEventHandler? FailedGamingConnect;
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public event FailedEventHandler? FailedGamingConnect;
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public void OnBeforeGamingConnectEvent(object sender, GamingEventArgs e);
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public void OnBeforeGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
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public void OnAfterGamingConnectEvent(object sender, GamingEventArgs e);
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public void OnAfterGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
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public void OnSucceedGamingConnectEvent(object sender, GamingEventArgs e);
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public void OnSucceedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
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public void OnFailedGamingConnectEvent(object sender, GamingEventArgs e);
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public void OnFailedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
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}
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}
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public interface IGamingDisconnectEventHandler : IGamingEventHandler
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public interface IGamingDisconnectEventHandler : IGamingEventHandler
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@ -34,10 +35,10 @@ namespace Milimoe.FunGame.Core.Interface
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public event SucceedEventHandler? SucceedGamingDisconnect;
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public event SucceedEventHandler? SucceedGamingDisconnect;
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public event FailedEventHandler? FailedGamingDisconnect;
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public event FailedEventHandler? FailedGamingDisconnect;
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|
|
||||||
public void OnBeforeGamingDisconnectEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingDisconnectEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingDisconnectEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingDisconnectEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingReconnectEventHandler : IGamingEventHandler
|
public interface IGamingReconnectEventHandler : IGamingEventHandler
|
||||||
@ -47,10 +48,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingReconnect;
|
public event SucceedEventHandler? SucceedGamingReconnect;
|
||||||
public event FailedEventHandler? FailedGamingReconnect;
|
public event FailedEventHandler? FailedGamingReconnect;
|
||||||
|
|
||||||
public void OnBeforeGamingReconnectEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingReconnectEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingReconnectEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingReconnectEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingBanCharacterEventHandler : IGamingEventHandler
|
public interface IGamingBanCharacterEventHandler : IGamingEventHandler
|
||||||
@ -60,10 +61,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingBanCharacter;
|
public event SucceedEventHandler? SucceedGamingBanCharacter;
|
||||||
public event FailedEventHandler? FailedGamingBanCharacter;
|
public event FailedEventHandler? FailedGamingBanCharacter;
|
||||||
|
|
||||||
public void OnBeforeGamingBanCharacterEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingBanCharacterEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingBanCharacterEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingBanCharacterEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingPickCharacterEventHandler : IGamingEventHandler
|
public interface IGamingPickCharacterEventHandler : IGamingEventHandler
|
||||||
@ -73,10 +74,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingPickCharacter;
|
public event SucceedEventHandler? SucceedGamingPickCharacter;
|
||||||
public event FailedEventHandler? FailedGamingPickCharacter;
|
public event FailedEventHandler? FailedGamingPickCharacter;
|
||||||
|
|
||||||
public void OnBeforeGamingPickCharacterEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingPickCharacterEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingPickCharacterEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingPickCharacterEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingRandomEventHandler : IGamingEventHandler
|
public interface IGamingRandomEventHandler : IGamingEventHandler
|
||||||
@ -86,10 +87,36 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingRandom;
|
public event SucceedEventHandler? SucceedGamingRandom;
|
||||||
public event FailedEventHandler? FailedGamingRandom;
|
public event FailedEventHandler? FailedGamingRandom;
|
||||||
|
|
||||||
public void OnBeforeGamingRandomEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingRandomEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingRandomEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingRandomEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public interface IGamingRoundEventHandler : IGamingEventHandler
|
||||||
|
{
|
||||||
|
public event BeforeEventHandler? BeforeGamingRound;
|
||||||
|
public event AfterEventHandler? AfterGamingRound;
|
||||||
|
public event SucceedEventHandler? SucceedGamingRound;
|
||||||
|
public event FailedEventHandler? FailedGamingRound;
|
||||||
|
|
||||||
|
public void OnBeforeGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnAfterGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnSucceedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnFailedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public interface IGamingLevelUpEventHandler : IGamingEventHandler
|
||||||
|
{
|
||||||
|
public event BeforeEventHandler? BeforeGamingLevelUp;
|
||||||
|
public event AfterEventHandler? AfterGamingLevelUp;
|
||||||
|
public event SucceedEventHandler? SucceedGamingLevelUp;
|
||||||
|
public event FailedEventHandler? FailedGamingLevelUp;
|
||||||
|
|
||||||
|
public void OnBeforeGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnAfterGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnSucceedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnFailedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingMoveEventHandler : IGamingEventHandler
|
public interface IGamingMoveEventHandler : IGamingEventHandler
|
||||||
@ -99,10 +126,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingMove;
|
public event SucceedEventHandler? SucceedGamingMove;
|
||||||
public event FailedEventHandler? FailedGamingMove;
|
public event FailedEventHandler? FailedGamingMove;
|
||||||
|
|
||||||
public void OnBeforeGamingMoveEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingMoveEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingMoveEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingMoveEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingAttackEventHandler : IGamingEventHandler
|
public interface IGamingAttackEventHandler : IGamingEventHandler
|
||||||
@ -112,10 +139,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingAttack;
|
public event SucceedEventHandler? SucceedGamingAttack;
|
||||||
public event FailedEventHandler? FailedGamingAttack;
|
public event FailedEventHandler? FailedGamingAttack;
|
||||||
|
|
||||||
public void OnBeforeGamingAttackEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingAttackEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingAttackEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingAttackEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingSkillEventHandler : IGamingEventHandler
|
public interface IGamingSkillEventHandler : IGamingEventHandler
|
||||||
@ -125,10 +152,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingSkill;
|
public event SucceedEventHandler? SucceedGamingSkill;
|
||||||
public event FailedEventHandler? FailedGamingSkill;
|
public event FailedEventHandler? FailedGamingSkill;
|
||||||
|
|
||||||
public void OnBeforeGamingSkillEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingSkillEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingSkillEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingSkillEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingItemEventHandler : IGamingEventHandler
|
public interface IGamingItemEventHandler : IGamingEventHandler
|
||||||
@ -138,10 +165,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingItem;
|
public event SucceedEventHandler? SucceedGamingItem;
|
||||||
public event FailedEventHandler? FailedGamingItem;
|
public event FailedEventHandler? FailedGamingItem;
|
||||||
|
|
||||||
public void OnBeforeGamingItemEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingItemEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingItemEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingItemEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingMagicEventHandler : IGamingEventHandler
|
public interface IGamingMagicEventHandler : IGamingEventHandler
|
||||||
@ -151,10 +178,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingMagic;
|
public event SucceedEventHandler? SucceedGamingMagic;
|
||||||
public event FailedEventHandler? FailedGamingMagic;
|
public event FailedEventHandler? FailedGamingMagic;
|
||||||
|
|
||||||
public void OnBeforeGamingMagicEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingMagicEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingMagicEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingMagicEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingBuyEventHandler : IGamingEventHandler
|
public interface IGamingBuyEventHandler : IGamingEventHandler
|
||||||
@ -164,10 +191,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingBuy;
|
public event SucceedEventHandler? SucceedGamingBuy;
|
||||||
public event FailedEventHandler? FailedGamingBuy;
|
public event FailedEventHandler? FailedGamingBuy;
|
||||||
|
|
||||||
public void OnBeforeGamingBuyEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingBuyEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingBuyEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingBuyEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingSuperSkillEventHandler : IGamingEventHandler
|
public interface IGamingSuperSkillEventHandler : IGamingEventHandler
|
||||||
@ -177,10 +204,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingSuperSkill;
|
public event SucceedEventHandler? SucceedGamingSuperSkill;
|
||||||
public event FailedEventHandler? FailedGamingSuperSkill;
|
public event FailedEventHandler? FailedGamingSuperSkill;
|
||||||
|
|
||||||
public void OnBeforeGamingSuperSkillEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingSuperSkillEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingSuperSkillEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingSuperSkillEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingPauseEventHandler : IGamingEventHandler
|
public interface IGamingPauseEventHandler : IGamingEventHandler
|
||||||
@ -190,10 +217,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingPause;
|
public event SucceedEventHandler? SucceedGamingPause;
|
||||||
public event FailedEventHandler? FailedGamingPause;
|
public event FailedEventHandler? FailedGamingPause;
|
||||||
|
|
||||||
public void OnBeforeGamingPauseEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingPauseEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingPauseEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingPauseEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingUnpauseEventHandler : IGamingEventHandler
|
public interface IGamingUnpauseEventHandler : IGamingEventHandler
|
||||||
@ -203,10 +230,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingUnpause;
|
public event SucceedEventHandler? SucceedGamingUnpause;
|
||||||
public event FailedEventHandler? FailedGamingUnpause;
|
public event FailedEventHandler? FailedGamingUnpause;
|
||||||
|
|
||||||
public void OnBeforeGamingUnpauseEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingUnpauseEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingUnpauseEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingUnpauseEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingSurrenderEventHandler : IGamingEventHandler
|
public interface IGamingSurrenderEventHandler : IGamingEventHandler
|
||||||
@ -216,10 +243,10 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingSurrender;
|
public event SucceedEventHandler? SucceedGamingSurrender;
|
||||||
public event FailedEventHandler? FailedGamingSurrender;
|
public event FailedEventHandler? FailedGamingSurrender;
|
||||||
|
|
||||||
public void OnBeforeGamingSurrenderEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingSurrenderEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingSurrenderEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingSurrenderEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingUpdateInfoEventHandler : IGamingEventHandler
|
public interface IGamingUpdateInfoEventHandler : IGamingEventHandler
|
||||||
@ -229,9 +256,22 @@ namespace Milimoe.FunGame.Core.Interface
|
|||||||
public event SucceedEventHandler? SucceedGamingUpdateInfo;
|
public event SucceedEventHandler? SucceedGamingUpdateInfo;
|
||||||
public event FailedEventHandler? FailedGamingUpdateInfo;
|
public event FailedEventHandler? FailedGamingUpdateInfo;
|
||||||
|
|
||||||
public void OnBeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e);
|
public void OnBeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnAfterGamingUpdateInfoEvent(object sender, GamingEventArgs e);
|
public void OnAfterGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnSucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e);
|
public void OnSucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void OnFailedGamingUpdateInfoEvent(object sender, GamingEventArgs e);
|
public void OnFailedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public interface IGamingPunishEventHandler : IGamingEventHandler
|
||||||
|
{
|
||||||
|
public event BeforeEventHandler? BeforeGamingPunish;
|
||||||
|
public event AfterEventHandler? AfterGamingPunish;
|
||||||
|
public event SucceedEventHandler? SucceedGamingPunish;
|
||||||
|
public event FailedEventHandler? FailedGamingPunish;
|
||||||
|
|
||||||
|
public void OnBeforeGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnAfterGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnSucceedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void OnFailedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,141 +1,166 @@
|
|||||||
using Milimoe.FunGame.Core.Library.Common.Event;
|
using System.Collections;
|
||||||
|
using Milimoe.FunGame.Core.Library.Common.Event;
|
||||||
|
|
||||||
// 模组需要实现什么事件就继承什么接口
|
// 模组需要实现什么事件就继承什么接口
|
||||||
namespace Milimoe.FunGame.Core.Interface
|
namespace Milimoe.FunGame.Core.Interface
|
||||||
{
|
{
|
||||||
public interface IGamingConnectEvent
|
public interface IGamingConnectEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingConnectEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingConnectEvent(object sender, GamingEventArgs e);
|
public void AfterGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingConnectEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingConnectEvent(object sender, GamingEventArgs e);
|
public void FailedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingDisconnectEvent
|
public interface IGamingDisconnectEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingDisconnectEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingDisconnectEvent(object sender, GamingEventArgs e);
|
public void AfterGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingDisconnectEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingDisconnectEvent(object sender, GamingEventArgs e);
|
public void FailedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingReconnectEvent
|
public interface IGamingReconnectEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingReconnectEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingReconnectEvent(object sender, GamingEventArgs e);
|
public void AfterGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingReconnectEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingReconnectEvent(object sender, GamingEventArgs e);
|
public void FailedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingBanCharacterEvent
|
public interface IGamingBanCharacterEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingBanCharacterEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingBanCharacterEvent(object sender, GamingEventArgs e);
|
public void AfterGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingBanCharacterEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingBanCharacterEvent(object sender, GamingEventArgs e);
|
public void FailedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingPickCharacterEvent
|
public interface IGamingPickCharacterEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingPickCharacterEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingPickCharacterEvent(object sender, GamingEventArgs e);
|
public void AfterGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingPickCharacterEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingPickCharacterEvent(object sender, GamingEventArgs e);
|
public void FailedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingRandomEvent
|
public interface IGamingRandomEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingRandomEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingRandomEvent(object sender, GamingEventArgs e);
|
public void AfterGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingRandomEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingRandomEvent(object sender, GamingEventArgs e);
|
public void FailedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public interface IGamingLevelUpEvent
|
||||||
|
{
|
||||||
|
public void BeforeGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void AfterGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void SucceedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void FailedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public interface IGamingRoundEvent
|
||||||
|
{
|
||||||
|
public void BeforeGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void AfterGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void SucceedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void FailedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingMoveEvent
|
public interface IGamingMoveEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingMoveEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingMoveEvent(object sender, GamingEventArgs e);
|
public void AfterGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingMoveEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingMoveEvent(object sender, GamingEventArgs e);
|
public void FailedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingAttackEvent
|
public interface IGamingAttackEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingAttackEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingAttackEvent(object sender, GamingEventArgs e);
|
public void AfterGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingAttackEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingAttackEvent(object sender, GamingEventArgs e);
|
public void FailedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingSkillEvent
|
public interface IGamingSkillEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingSkillEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingSkillEvent(object sender, GamingEventArgs e);
|
public void AfterGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingSkillEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingSkillEvent(object sender, GamingEventArgs e);
|
public void FailedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingItemEvent
|
public interface IGamingItemEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingItemEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingItemEvent(object sender, GamingEventArgs e);
|
public void AfterGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingItemEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingItemEvent(object sender, GamingEventArgs e);
|
public void FailedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingMagicEvent
|
public interface IGamingMagicEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingMagicEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingMagicEvent(object sender, GamingEventArgs e);
|
public void AfterGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingMagicEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingMagicEvent(object sender, GamingEventArgs e);
|
public void FailedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingBuyEvent
|
public interface IGamingBuyEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingBuyEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingBuyEvent(object sender, GamingEventArgs e);
|
public void AfterGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingBuyEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingBuyEvent(object sender, GamingEventArgs e);
|
public void FailedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingSuperSkillEvent
|
public interface IGamingSuperSkillEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingSuperSkillEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingSuperSkillEvent(object sender, GamingEventArgs e);
|
public void AfterGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingSuperSkillEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingSuperSkillEvent(object sender, GamingEventArgs e);
|
public void FailedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingPauseEvent
|
public interface IGamingPauseEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingPauseEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingPauseEvent(object sender, GamingEventArgs e);
|
public void AfterGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingPauseEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingPauseEvent(object sender, GamingEventArgs e);
|
public void FailedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingUnpauseEvent
|
public interface IGamingUnpauseEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingUnpauseEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingUnpauseEvent(object sender, GamingEventArgs e);
|
public void AfterGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingUnpauseEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingUnpauseEvent(object sender, GamingEventArgs e);
|
public void FailedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingSurrenderEvent
|
public interface IGamingSurrenderEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingSurrenderEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingSurrenderEvent(object sender, GamingEventArgs e);
|
public void AfterGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingSurrenderEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingSurrenderEvent(object sender, GamingEventArgs e);
|
public void FailedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public interface IGamingUpdateInfoEvent
|
public interface IGamingUpdateInfoEvent
|
||||||
{
|
{
|
||||||
public void BeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e);
|
public void BeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void AfterGamingUpdateInfoEvent(object sender, GamingEventArgs e);
|
public void AfterGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void SucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e);
|
public void SucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
public void FailedGamingUpdateInfoEvent(object sender, GamingEventArgs e);
|
public void FailedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public interface IGamingPunishEvent
|
||||||
|
{
|
||||||
|
public void BeforeGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void AfterGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void SucceedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
|
public void FailedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,11 +0,0 @@
|
|||||||
namespace Milimoe.FunGame.Core.Interface
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// 服务端和客户端都应该实现这个接口,用于初始化支持的Mod列表
|
|
||||||
/// </summary>
|
|
||||||
public interface IGameModeSupported
|
|
||||||
{
|
|
||||||
public string[] GameModeList { get; }
|
|
||||||
public string[] GameMapList { get; }
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,7 +1,11 @@
|
|||||||
namespace Milimoe.FunGame.Core.Interface
|
namespace Milimoe.FunGame.Core.Interface
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 服务器需要实现此接口
|
||||||
|
/// </summary>
|
||||||
public interface IServer
|
public interface IServer
|
||||||
{
|
{
|
||||||
|
public string[] GameModeList { get; }
|
||||||
|
public string[] GameMapList { get; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,4 +1,5 @@
|
|||||||
using Milimoe.FunGame.Core.Api.Transmittal;
|
using System.Collections;
|
||||||
|
using Milimoe.FunGame.Core.Api.Transmittal;
|
||||||
using Milimoe.FunGame.Core.Interface;
|
using Milimoe.FunGame.Core.Interface;
|
||||||
using Milimoe.FunGame.Core.Library.Common.Event;
|
using Milimoe.FunGame.Core.Library.Common.Event;
|
||||||
using Milimoe.FunGame.Core.Library.Constant;
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
@ -191,6 +192,24 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
|
|||||||
FailedGamingRandom += bind.FailedGamingRandomEvent;
|
FailedGamingRandom += bind.FailedGamingRandomEvent;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (this is IGamingRoundEvent)
|
||||||
|
{
|
||||||
|
IGamingRoundEvent bind = (IGamingRoundEvent)this;
|
||||||
|
BeforeGamingRound += bind.BeforeGamingRoundEvent;
|
||||||
|
AfterGamingRound += bind.AfterGamingRoundEvent;
|
||||||
|
SucceedGamingRound += bind.SucceedGamingRoundEvent;
|
||||||
|
FailedGamingRound += bind.FailedGamingRoundEvent;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this is IGamingLevelUpEvent)
|
||||||
|
{
|
||||||
|
IGamingLevelUpEvent bind = (IGamingLevelUpEvent)this;
|
||||||
|
BeforeGamingLevelUp += bind.BeforeGamingLevelUpEvent;
|
||||||
|
AfterGamingLevelUp += bind.AfterGamingLevelUpEvent;
|
||||||
|
SucceedGamingLevelUp += bind.SucceedGamingLevelUpEvent;
|
||||||
|
FailedGamingLevelUp += bind.FailedGamingLevelUpEvent;
|
||||||
|
}
|
||||||
|
|
||||||
if (this is IGamingMoveEvent)
|
if (this is IGamingMoveEvent)
|
||||||
{
|
{
|
||||||
IGamingMoveEvent bind = (IGamingMoveEvent)this;
|
IGamingMoveEvent bind = (IGamingMoveEvent)this;
|
||||||
@ -289,6 +308,15 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
|
|||||||
SucceedGamingUpdateInfo += bind.SucceedGamingUpdateInfoEvent;
|
SucceedGamingUpdateInfo += bind.SucceedGamingUpdateInfoEvent;
|
||||||
FailedGamingUpdateInfo += bind.FailedGamingUpdateInfoEvent;
|
FailedGamingUpdateInfo += bind.FailedGamingUpdateInfoEvent;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (this is IGamingPunishEvent)
|
||||||
|
{
|
||||||
|
IGamingPunishEvent bind = (IGamingPunishEvent)this;
|
||||||
|
BeforeGamingPunish += bind.BeforeGamingPunishEvent;
|
||||||
|
AfterGamingPunish += bind.AfterGamingPunishEvent;
|
||||||
|
SucceedGamingPunish += bind.SucceedGamingPunishEvent;
|
||||||
|
FailedGamingPunish += bind.FailedGamingPunishEvent;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingConnect;
|
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingConnect;
|
||||||
@ -315,6 +343,14 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
|
|||||||
public event IGamingEventHandler.AfterEventHandler? AfterGamingRandom;
|
public event IGamingEventHandler.AfterEventHandler? AfterGamingRandom;
|
||||||
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingRandom;
|
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingRandom;
|
||||||
public event IGamingEventHandler.FailedEventHandler? FailedGamingRandom;
|
public event IGamingEventHandler.FailedEventHandler? FailedGamingRandom;
|
||||||
|
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingRound;
|
||||||
|
public event IGamingEventHandler.AfterEventHandler? AfterGamingRound;
|
||||||
|
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingRound;
|
||||||
|
public event IGamingEventHandler.FailedEventHandler? FailedGamingRound;
|
||||||
|
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingLevelUp;
|
||||||
|
public event IGamingEventHandler.AfterEventHandler? AfterGamingLevelUp;
|
||||||
|
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingLevelUp;
|
||||||
|
public event IGamingEventHandler.FailedEventHandler? FailedGamingLevelUp;
|
||||||
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingMove;
|
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingMove;
|
||||||
public event IGamingEventHandler.AfterEventHandler? AfterGamingMove;
|
public event IGamingEventHandler.AfterEventHandler? AfterGamingMove;
|
||||||
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingMove;
|
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingMove;
|
||||||
@ -359,345 +395,409 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
|
|||||||
public event IGamingEventHandler.AfterEventHandler? AfterGamingUpdateInfo;
|
public event IGamingEventHandler.AfterEventHandler? AfterGamingUpdateInfo;
|
||||||
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingUpdateInfo;
|
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingUpdateInfo;
|
||||||
public event IGamingEventHandler.FailedEventHandler? FailedGamingUpdateInfo;
|
public event IGamingEventHandler.FailedEventHandler? FailedGamingUpdateInfo;
|
||||||
|
public event IGamingEventHandler.BeforeEventHandler? BeforeGamingPunish;
|
||||||
|
public event IGamingEventHandler.AfterEventHandler? AfterGamingPunish;
|
||||||
|
public event IGamingEventHandler.SucceedEventHandler? SucceedGamingPunish;
|
||||||
|
public event IGamingEventHandler.FailedEventHandler? FailedGamingPunish;
|
||||||
|
|
||||||
public void OnBeforeGamingConnectEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingConnect?.Invoke(sender, e);
|
BeforeGamingConnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingConnectEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingConnect?.Invoke(sender, e);
|
AfterGamingConnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingConnectEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingConnect?.Invoke(sender, e);
|
SucceedGamingConnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingConnectEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingConnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingConnect?.Invoke(sender, e);
|
FailedGamingConnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingDisconnectEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingDisconnect?.Invoke(sender, e);
|
BeforeGamingDisconnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingDisconnectEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingDisconnect?.Invoke(sender, e);
|
AfterGamingDisconnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingDisconnectEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingDisconnect?.Invoke(sender, e);
|
SucceedGamingDisconnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingDisconnectEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingDisconnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingDisconnect?.Invoke(sender, e);
|
FailedGamingDisconnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingReconnectEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingReconnect?.Invoke(sender, e);
|
BeforeGamingReconnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingReconnectEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingReconnect?.Invoke(sender, e);
|
AfterGamingReconnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingReconnectEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingReconnect?.Invoke(sender, e);
|
SucceedGamingReconnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingReconnectEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingReconnectEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingReconnect?.Invoke(sender, e);
|
FailedGamingReconnect?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingBanCharacterEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingBanCharacter?.Invoke(sender, e);
|
BeforeGamingBanCharacter?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingBanCharacterEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingBanCharacter?.Invoke(sender, e);
|
AfterGamingBanCharacter?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingBanCharacterEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingBanCharacter?.Invoke(sender, e);
|
SucceedGamingBanCharacter?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingBanCharacterEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingBanCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingBanCharacter?.Invoke(sender, e);
|
FailedGamingBanCharacter?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingPickCharacterEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingPickCharacter?.Invoke(sender, e);
|
BeforeGamingPickCharacter?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingPickCharacterEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingPickCharacter?.Invoke(sender, e);
|
AfterGamingPickCharacter?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingPickCharacterEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingPickCharacter?.Invoke(sender, e);
|
SucceedGamingPickCharacter?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingPickCharacterEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingPickCharacterEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingPickCharacter?.Invoke(sender, e);
|
FailedGamingPickCharacter?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingRandomEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingRandom?.Invoke(sender, e);
|
BeforeGamingRandom?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingRandomEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingRandom?.Invoke(sender, e);
|
AfterGamingRandom?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingRandomEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingRandom?.Invoke(sender, e);
|
SucceedGamingRandom?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingRandomEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingRandomEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingRandom?.Invoke(sender, e);
|
FailedGamingRandom?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingMoveEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingMove?.Invoke(sender, e);
|
BeforeGamingRound?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingMoveEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingMove?.Invoke(sender, e);
|
AfterGamingRound?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingMoveEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingMove?.Invoke(sender, e);
|
SucceedGamingRound?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingMoveEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingRoundEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingMove?.Invoke(sender, e);
|
FailedGamingRound?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingAttackEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingAttack?.Invoke(sender, e);
|
BeforeGamingLevelUp?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingAttackEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingAttack?.Invoke(sender, e);
|
AfterGamingLevelUp?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingAttackEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingAttack?.Invoke(sender, e);
|
SucceedGamingLevelUp?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingAttackEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingLevelUpEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingAttack?.Invoke(sender, e);
|
FailedGamingLevelUp?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingSkillEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingSkill?.Invoke(sender, e);
|
BeforeGamingMove?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingSkillEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingSkill?.Invoke(sender, e);
|
AfterGamingMove?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingSkillEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingSkill?.Invoke(sender, e);
|
SucceedGamingMove?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingSkillEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingMoveEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingSkill?.Invoke(sender, e);
|
FailedGamingMove?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingItemEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingItem?.Invoke(sender, e);
|
BeforeGamingAttack?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingItemEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingItem?.Invoke(sender, e);
|
AfterGamingAttack?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingItemEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingItem?.Invoke(sender, e);
|
SucceedGamingAttack?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingItemEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingAttackEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingItem?.Invoke(sender, e);
|
FailedGamingAttack?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingMagicEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingMagic?.Invoke(sender, e);
|
BeforeGamingSkill?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingMagicEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingMagic?.Invoke(sender, e);
|
AfterGamingSkill?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingMagicEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingMagic?.Invoke(sender, e);
|
SucceedGamingSkill?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingMagicEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingSkillEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingMagic?.Invoke(sender, e);
|
FailedGamingSkill?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingBuyEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingItemEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingBuy?.Invoke(sender, e);
|
BeforeGamingItem?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingBuyEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingItemEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingBuy?.Invoke(sender, e);
|
AfterGamingItem?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingBuyEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingBuy?.Invoke(sender, e);
|
SucceedGamingItem?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingBuyEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingItemEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingBuy?.Invoke(sender, e);
|
FailedGamingItem?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingSuperSkillEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingSuperSkill?.Invoke(sender, e);
|
BeforeGamingMagic?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingSuperSkillEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingSuperSkill?.Invoke(sender, e);
|
AfterGamingMagic?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingSuperSkillEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingSuperSkill?.Invoke(sender, e);
|
SucceedGamingMagic?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingSuperSkillEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingMagicEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingSuperSkill?.Invoke(sender, e);
|
FailedGamingMagic?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingPauseEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingPause?.Invoke(sender, e);
|
BeforeGamingBuy?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingPauseEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingPause?.Invoke(sender, e);
|
AfterGamingBuy?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingPauseEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingPause?.Invoke(sender, e);
|
SucceedGamingBuy?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingPauseEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingBuyEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingPause?.Invoke(sender, e);
|
FailedGamingBuy?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingUnpauseEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingUnpause?.Invoke(sender, e);
|
BeforeGamingSuperSkill?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingUnpauseEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingUnpause?.Invoke(sender, e);
|
AfterGamingSuperSkill?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingUnpauseEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingUnpause?.Invoke(sender, e);
|
SucceedGamingSuperSkill?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingUnpauseEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingSuperSkillEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingUnpause?.Invoke(sender, e);
|
FailedGamingSuperSkill?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingSurrenderEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingSurrender?.Invoke(sender, e);
|
BeforeGamingPause?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingSurrenderEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingSurrender?.Invoke(sender, e);
|
AfterGamingPause?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingSurrenderEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingSurrender?.Invoke(sender, e);
|
SucceedGamingPause?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingSurrenderEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingPauseEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingSurrender?.Invoke(sender, e);
|
FailedGamingPause?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e)
|
public void OnBeforeGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
BeforeGamingUpdateInfo?.Invoke(sender, e);
|
BeforeGamingUnpause?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAfterGamingUpdateInfoEvent(object sender, GamingEventArgs e)
|
public void OnAfterGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
AfterGamingUpdateInfo?.Invoke(sender, e);
|
AfterGamingUnpause?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e)
|
public void OnSucceedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
SucceedGamingUpdateInfo?.Invoke(sender, e);
|
SucceedGamingUnpause?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnFailedGamingUpdateInfoEvent(object sender, GamingEventArgs e)
|
public void OnFailedGamingUnpauseEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
{
|
{
|
||||||
FailedGamingUpdateInfo?.Invoke(sender, e);
|
FailedGamingUnpause?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnBeforeGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
BeforeGamingSurrender?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnAfterGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
AfterGamingSurrender?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnSucceedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
SucceedGamingSurrender?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnFailedGamingSurrenderEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
FailedGamingSurrender?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnBeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
BeforeGamingUpdateInfo?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnAfterGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
AfterGamingUpdateInfo?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnSucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
SucceedGamingUpdateInfo?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnFailedGamingUpdateInfoEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
FailedGamingUpdateInfo?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnBeforeGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
BeforeGamingPunish?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnAfterGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
AfterGamingPunish?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnSucceedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
SucceedGamingPunish?.Invoke(sender, e, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnFailedGamingPunishEvent(object sender, GamingEventArgs e, Hashtable data)
|
||||||
|
{
|
||||||
|
FailedGamingPunish?.Invoke(sender, e, data);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -12,7 +12,6 @@ namespace Milimoe.FunGame.Core.Library.Constant
|
|||||||
{
|
{
|
||||||
public const string IClient = "IClientImpl";
|
public const string IClient = "IClientImpl";
|
||||||
public const string IServer = "IServerImpl";
|
public const string IServer = "IServerImpl";
|
||||||
public const string IGameModeSupported = "IGameModeSupported";
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Method
|
public class Method
|
||||||
@ -175,6 +174,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
|
|||||||
public const string Unpause = "Gaming::Unpause";
|
public const string Unpause = "Gaming::Unpause";
|
||||||
public const string Surrender = "Gaming::Surrender";
|
public const string Surrender = "Gaming::Surrender";
|
||||||
public const string UpdateInfo = "Gaming::UpdateInfo";
|
public const string UpdateInfo = "Gaming::UpdateInfo";
|
||||||
|
public const string Punish = "Gaming::Punish";
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 获取Type的等效字符串
|
/// 获取Type的等效字符串
|
||||||
@ -204,6 +204,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
|
|||||||
GamingType.Unpause => Unpause,
|
GamingType.Unpause => Unpause,
|
||||||
GamingType.Surrender => Surrender,
|
GamingType.Surrender => Surrender,
|
||||||
GamingType.UpdateInfo => UpdateInfo,
|
GamingType.UpdateInfo => UpdateInfo,
|
||||||
|
GamingType.Punish => Punish,
|
||||||
_ => None
|
_ => None
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
@ -27,8 +27,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
|
|||||||
public enum InterfaceType
|
public enum InterfaceType
|
||||||
{
|
{
|
||||||
IClient,
|
IClient,
|
||||||
IServer,
|
IServer
|
||||||
IGameModeSupported
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -104,7 +103,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
|
|||||||
Room_GetRoomSettings,
|
Room_GetRoomSettings,
|
||||||
Room_GetRoomPlayerCount,
|
Room_GetRoomPlayerCount,
|
||||||
Room_UpdateRoomMaster,
|
Room_UpdateRoomMaster,
|
||||||
Gaming,
|
Gaming
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
486
Model/Gaming.cs
Normal file
486
Model/Gaming.cs
Normal file
@ -0,0 +1,486 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using Milimoe.FunGame.Core.Api.Utility;
|
||||||
|
using Milimoe.FunGame.Core.Entity;
|
||||||
|
using Milimoe.FunGame.Core.Library.Common.Addon;
|
||||||
|
using Milimoe.FunGame.Core.Library.Common.Event;
|
||||||
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
|
|
||||||
|
namespace Milimoe.FunGame.Core.Model
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 游戏局内类
|
||||||
|
/// 客户端需要使用创建此类单例
|
||||||
|
/// </summary>
|
||||||
|
public class Gaming
|
||||||
|
{
|
||||||
|
private readonly GameMode GameMode;
|
||||||
|
private readonly Room Room;
|
||||||
|
private readonly List<User> Users;
|
||||||
|
private readonly List<Character> Characters;
|
||||||
|
private readonly GamingEventArgs EventArgs;
|
||||||
|
|
||||||
|
private Gaming(GameMode GameMode, Room Room, List<User> Users)
|
||||||
|
{
|
||||||
|
this.GameMode = GameMode;
|
||||||
|
this.Room = Room;
|
||||||
|
this.Users = Users;
|
||||||
|
Characters = [];
|
||||||
|
EventArgs = new(Room, Users, Characters);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 传入游戏所需的参数,构造一个Gaming实例
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="GameMode"></param>
|
||||||
|
/// <param name="Room"></param>
|
||||||
|
/// <param name="Users"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static Gaming StartGame(GameMode GameMode, Room Room, List<User> Users)
|
||||||
|
{
|
||||||
|
Gaming instance = new(GameMode, Room, Users);
|
||||||
|
// 新建线程来启动模组的界面
|
||||||
|
TaskUtility.NewTask(() =>
|
||||||
|
{
|
||||||
|
GameMode.StartUI(instance.EventArgs);
|
||||||
|
});
|
||||||
|
return instance;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 需在RunTimeController的SocketHandler_Gaming方法中调用此方法
|
||||||
|
/// <para>客户端也可以参照此方法自行实现</para>
|
||||||
|
/// <para>此方法目的是为了触发 <see cref="Library.Common.Addon.GameMode"/> 的局内事件实现</para>
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="GamingType"></param>
|
||||||
|
/// <param name="Data"></param>
|
||||||
|
public void GamingHandler(GamingType GamingType, Hashtable Data)
|
||||||
|
{
|
||||||
|
switch (GamingType)
|
||||||
|
{
|
||||||
|
case GamingType.Connect:
|
||||||
|
Connect(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Disconnect:
|
||||||
|
Disconnect(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Reconnect:
|
||||||
|
Reconnect(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.BanCharacter:
|
||||||
|
BanCharacter(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.PickCharacter:
|
||||||
|
PickCharacter(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Random:
|
||||||
|
Random(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Round:
|
||||||
|
Round(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.LevelUp:
|
||||||
|
LevelUp(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Move:
|
||||||
|
Move(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Attack:
|
||||||
|
Attack(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Skill:
|
||||||
|
Skill(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Item:
|
||||||
|
Item(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Magic:
|
||||||
|
Magic(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Buy:
|
||||||
|
Buy(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.SuperSkill:
|
||||||
|
SuperSkill(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Pause:
|
||||||
|
Pause(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Unpause:
|
||||||
|
Unpause(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Surrender:
|
||||||
|
Surrender(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.UpdateInfo:
|
||||||
|
UpdateInfo(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.Punish:
|
||||||
|
Punish(Data);
|
||||||
|
break;
|
||||||
|
case GamingType.None:
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Connect(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingConnectEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingConnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingConnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingConnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Disconnect(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingDisconnectEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingDisconnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingDisconnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingDisconnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Reconnect(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingReconnectEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingReconnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingReconnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingReconnectEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void BanCharacter(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingBanCharacterEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingBanCharacterEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingBanCharacterEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingBanCharacterEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PickCharacter(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingPickCharacterEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingPickCharacterEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingPickCharacterEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingPickCharacterEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Random(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingRandomEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingRandomEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingRandomEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingRandomEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Round(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingRoundEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingRoundEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingRoundEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingRoundEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LevelUp(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingLevelUpEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingLevelUpEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingLevelUpEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingLevelUpEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Move(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingMoveEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingMoveEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingMoveEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingMoveEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Attack(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingAttackEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingAttackEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingAttackEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingAttackEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Skill(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingSkillEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingSkillEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingSkillEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingSkillEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Item(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingItemEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingItemEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingItemEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingItemEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Magic(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingMagicEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingMagicEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingMagicEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingMagicEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Buy(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingBuyEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingBuyEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingBuyEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingBuyEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SuperSkill(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingSuperSkillEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingSuperSkillEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingSuperSkillEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingSuperSkillEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Pause(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingPauseEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingPauseEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingPauseEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingPauseEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Unpause(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingUnpauseEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingUnpauseEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingUnpauseEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingUnpauseEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Surrender(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingSurrenderEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingSurrenderEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingSurrenderEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingSurrenderEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateInfo(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingUpdateInfoEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingUpdateInfoEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingUpdateInfoEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingUpdateInfoEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Punish(Hashtable data)
|
||||||
|
{
|
||||||
|
GameMode.OnBeforeGamingPunishEvent(this, EventArgs, data);
|
||||||
|
if (EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!EventArgs.Cancel)
|
||||||
|
{
|
||||||
|
GameMode.OnSucceedGamingPunishEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GameMode.OnFailedGamingPunishEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
GameMode.OnAfterGamingPunishEvent(this, EventArgs, data);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
x
Reference in New Issue
Block a user