mirror of
https://github.com/project-redbud/FunGame-Core.git
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* 添加GameMode, GameMap; 优化了Plugin和RoomType等 * 添加GameModeLoader,重构GameMode和GameMap * 添加Gaming事件接口 * 添加IGameModeSupported接口 * 为GameMode添加Implement接口 * 为BeforeConnect添加参数
142 lines
6.4 KiB
C#
142 lines
6.4 KiB
C#
using Milimoe.FunGame.Core.Library.Common.Event;
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// 模组需要实现什么事件就继承什么接口
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namespace Milimoe.FunGame.Core.Interface
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{
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public interface IGamingConnectEvent
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{
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public void BeforeGamingConnectEvent(object sender, GamingEventArgs e);
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public void AfterGamingConnectEvent(object sender, GamingEventArgs e);
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public void SucceedGamingConnectEvent(object sender, GamingEventArgs e);
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public void FailedGamingConnectEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingDisconnectEvent
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{
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public void BeforeGamingDisconnectEvent(object sender, GamingEventArgs e);
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public void AfterGamingDisconnectEvent(object sender, GamingEventArgs e);
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public void SucceedGamingDisconnectEvent(object sender, GamingEventArgs e);
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public void FailedGamingDisconnectEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingReconnectEvent
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{
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public void BeforeGamingReconnectEvent(object sender, GamingEventArgs e);
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public void AfterGamingReconnectEvent(object sender, GamingEventArgs e);
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public void SucceedGamingReconnectEvent(object sender, GamingEventArgs e);
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public void FailedGamingReconnectEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingBanCharacterEvent
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{
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public void BeforeGamingBanCharacterEvent(object sender, GamingEventArgs e);
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public void AfterGamingBanCharacterEvent(object sender, GamingEventArgs e);
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public void SucceedGamingBanCharacterEvent(object sender, GamingEventArgs e);
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public void FailedGamingBanCharacterEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingPickCharacterEvent
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{
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public void BeforeGamingPickCharacterEvent(object sender, GamingEventArgs e);
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public void AfterGamingPickCharacterEvent(object sender, GamingEventArgs e);
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public void SucceedGamingPickCharacterEvent(object sender, GamingEventArgs e);
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public void FailedGamingPickCharacterEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingRandomEvent
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{
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public void BeforeGamingRandomEvent(object sender, GamingEventArgs e);
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public void AfterGamingRandomEvent(object sender, GamingEventArgs e);
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public void SucceedGamingRandomEvent(object sender, GamingEventArgs e);
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public void FailedGamingRandomEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingMoveEvent
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{
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public void BeforeGamingMoveEvent(object sender, GamingEventArgs e);
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public void AfterGamingMoveEvent(object sender, GamingEventArgs e);
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public void SucceedGamingMoveEvent(object sender, GamingEventArgs e);
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public void FailedGamingMoveEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingAttackEvent
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{
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public void BeforeGamingAttackEvent(object sender, GamingEventArgs e);
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public void AfterGamingAttackEvent(object sender, GamingEventArgs e);
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public void SucceedGamingAttackEvent(object sender, GamingEventArgs e);
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public void FailedGamingAttackEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingSkillEvent
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{
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public void BeforeGamingSkillEvent(object sender, GamingEventArgs e);
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public void AfterGamingSkillEvent(object sender, GamingEventArgs e);
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public void SucceedGamingSkillEvent(object sender, GamingEventArgs e);
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public void FailedGamingSkillEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingItemEvent
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{
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public void BeforeGamingItemEvent(object sender, GamingEventArgs e);
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public void AfterGamingItemEvent(object sender, GamingEventArgs e);
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public void SucceedGamingItemEvent(object sender, GamingEventArgs e);
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public void FailedGamingItemEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingMagicEvent
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{
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public void BeforeGamingMagicEvent(object sender, GamingEventArgs e);
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public void AfterGamingMagicEvent(object sender, GamingEventArgs e);
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public void SucceedGamingMagicEvent(object sender, GamingEventArgs e);
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public void FailedGamingMagicEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingBuyEvent
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{
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public void BeforeGamingBuyEvent(object sender, GamingEventArgs e);
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public void AfterGamingBuyEvent(object sender, GamingEventArgs e);
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public void SucceedGamingBuyEvent(object sender, GamingEventArgs e);
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public void FailedGamingBuyEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingSuperSkillEvent
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{
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public void BeforeGamingSuperSkillEvent(object sender, GamingEventArgs e);
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public void AfterGamingSuperSkillEvent(object sender, GamingEventArgs e);
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public void SucceedGamingSuperSkillEvent(object sender, GamingEventArgs e);
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public void FailedGamingSuperSkillEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingPauseEvent
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{
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public void BeforeGamingPauseEvent(object sender, GamingEventArgs e);
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public void AfterGamingPauseEvent(object sender, GamingEventArgs e);
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public void SucceedGamingPauseEvent(object sender, GamingEventArgs e);
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public void FailedGamingPauseEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingUnpauseEvent
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{
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public void BeforeGamingUnpauseEvent(object sender, GamingEventArgs e);
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public void AfterGamingUnpauseEvent(object sender, GamingEventArgs e);
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public void SucceedGamingUnpauseEvent(object sender, GamingEventArgs e);
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public void FailedGamingUnpauseEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingSurrenderEvent
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{
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public void BeforeGamingSurrenderEvent(object sender, GamingEventArgs e);
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public void AfterGamingSurrenderEvent(object sender, GamingEventArgs e);
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public void SucceedGamingSurrenderEvent(object sender, GamingEventArgs e);
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public void FailedGamingSurrenderEvent(object sender, GamingEventArgs e);
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}
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public interface IGamingUpdateInfoEvent
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{
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public void BeforeGamingUpdateInfoEvent(object sender, GamingEventArgs e);
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public void AfterGamingUpdateInfoEvent(object sender, GamingEventArgs e);
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public void SucceedGamingUpdateInfoEvent(object sender, GamingEventArgs e);
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public void FailedGamingUpdateInfoEvent(object sender, GamingEventArgs e);
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}
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}
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