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https://github.com/MCCTeam/Minecraft-Console-Client
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Add code documentation, move and rename a few methods
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10 changed files with 286 additions and 96 deletions
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@ -128,27 +128,102 @@ namespace MinecraftClient.Protocol
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/// <param name="data">The data from the channel</param>
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void OnPluginChannelMessage(string channel, byte[] data);
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/// <summary>
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/// Called when a non-living entity has spawned
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="EntityType">Entity Type ID</param>
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/// <param name="UUID">Entity UUID</param>
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/// <param name="location">Entity location</param>
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void OnSpawnEntity(int EntityID, int EntityType, Guid UUID, Location location);
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/// <summary>
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/// Called when a living entity has spawned
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="EntityType">Entity Type ID</param>
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/// <param name="UUID">Entity UUID</param>
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/// <param name="location">Entity location</param>
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void OnSpawnLivingEntity(int EntityID, int EntityType, Guid UUID, Location location);
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/// <summary>
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/// Called when a player has spawned
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="UUID">Entity UUID</param>
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/// <param name="location">Entity location</param>
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/// <param name="Yaw">Player head yaw</param>
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/// <param name="Pitch">Player head pitch</param>
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void OnSpawnPlayer(int EntityID, Guid UUID, Location location, byte Yaw, byte Pitch);
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/// <summary>
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/// Called when entities have despawned
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/// </summary>
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/// <param name="EntityID">List of Entity ID that have despawned</param>
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void OnDestroyEntities(int[] EntityID);
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/// <summary>
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/// Called when an entity moved by coordinate offset
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="Dx">X offset</param>
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/// <param name="Dy">Y offset</param>
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/// <param name="Dz">Z offset</param>
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/// <param name="onGround">TRUE if on ground</param>
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void OnEntityPosition(int EntityID, Double Dx, Double Dy, Double Dz,bool onGround);
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void OnEntityProperties(int EntityID, Dictionary<string, Double> prop);
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void OnTimeUpdate(long WorldAge, long TimeOfDay);
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/// <summary>
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/// Called when an entity moved to fixed coordinates
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="Dx">X</param>
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/// <param name="Dy">Y</param>
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/// <param name="Dz">Z</param>
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/// <param name="onGround">TRUE if on ground</param>
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void OnEntityTeleport(int EntityID, Double X, Double Y, Double Z, bool onGround);
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/// <summary>
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/// Called when additional properties have been received for an entity
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="prop">Dictionary of properties</param>
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void OnEntityProperties(int EntityID, Dictionary<string, Double> prop);
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/// <summary>
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/// Called when the world age has been updated
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/// </summary>
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/// <param name="WorldAge">World age</param>
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/// <param name="TimeOfDay">Time of Day</param>
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void OnTimeUpdate(long WorldAge, long TimeOfDay);
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/// <summary>
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/// Called when inventory items have been received
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/// </summary>
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/// <param name="type">Inventory type</param>
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/// <param name="itemList">Item list</param>
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void OnWindowItems(int type, Dictionary<int, MinecraftClient.Inventory.Item> itemList);
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void OnSetSlot(byte WindowID, short SlotID, bool Present);
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void OnSetSlot(byte WindowID, short SlotID, bool Present, int ItemID, byte Count, Dictionary<string, object> NBT);
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/// <summary>
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/// Called when a single slot has been cleared inside an inventory
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/// </summary>
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/// <param name="WindowID">Inventory ID</param>
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/// <param name="SlotID">Slot ID</param>
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void OnSlotClear(byte WindowID, short SlotID);
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/// <summary>
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/// Called when a single slot has been updated inside an inventory
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/// </summary>
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/// <param name="WindowID">Inventory ID</param>
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/// <param name="SlotID">Slot ID</param>
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/// <param name="ItemID">Item ID</param>
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/// <param name="Count">Item Count</param>
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/// <param name="NBT">Item Metadata</param>
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void OnSetSlot(byte WindowID, short SlotID, int ItemID, byte Count, Dictionary<string, object> NBT);
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/// <summary>
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/// Called when the Player entity ID has been received from the server
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/// </summary>
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/// <param name="EntityID">Player entity ID</param>
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void SetPlayerEntityID(int EntityID);
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}
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}
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