using Milimoe.FunGame.Core.Interface; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Milimoe.FunGame.Core.Entity.Event { public class DisconnectEvent : IDisconnectEvent { public event IEvent.BeforeEvent? BeforeDisconnectEvent; public event IEvent.AfterEvent? AfterDisconnectEvent; public event IEvent.SucceedEvent? SucceedDisconnectEvent; public event IEvent.FailedEvent? FailedDisconnectEvent; public virtual Enum.EventResult OnBeforeDisconnectEvent(GeneralEventArgs e) { if (BeforeDisconnectEvent != null) { return BeforeDisconnectEvent(this, e); } return Enum.EventResult.Fail; } public virtual Enum.EventResult OnAfterDisconnectEvent(GeneralEventArgs e) { if (AfterDisconnectEvent != null) { return AfterDisconnectEvent(this, e); } return Enum.EventResult.Fail; } public virtual Enum.EventResult OnSucceedDisconnectEvent(GeneralEventArgs e) { if (SucceedDisconnectEvent != null) { return SucceedDisconnectEvent(this, e); } return Enum.EventResult.Fail; } public virtual Enum.EventResult OnFailedDisconnectEvent(GeneralEventArgs e) { if (FailedDisconnectEvent != null) { return FailedDisconnectEvent(this, e); } return Enum.EventResult.Fail; } } }