Minecraft-Console-Client/MinecraftClient/Scripting/McClientEventType.cs
2022-12-23 00:50:20 +08:00

68 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MinecraftClient.Scripting
{
public enum McClientEventType
{
/* Internal Events */
Initialize,
ClientDisconnect, /* Tuple<ChatBot.DisconnectReason, string>(reason, message) */
ClientTick,
InternalCommand,
NetworkPacket, /* Tuple<int, byte[], bool, bool>(packetID, packetData, isLogin, isInbound) */
ServerTpsUpdate, /* double(tps) */
/* General in-game events */
BlockBreakAnimation,
BlockChange,
Enchantments, /* EnchantmentData(lastEnchantment) */
Explosion, /* Tuple<Location, float, int>(location, strength, affectedBlocks) */
GameJoin,
MapDataReceive,
PluginMessage,
RainLevelChange,
ScoreboardUpdate,
ScoreUpdate,
TextReceive, /* Tuple<string, string>(messageText, message.content) */
ThunderLevelChange,
TimeUpdate, /* Tuple<long, long>(WorldAge, TimeOfDay) */
TitleReceive, /* TitlePacket(title) */
TradeListReceive,
/* Player Events */
PlayerLatencyUpdate, /* Tuple<PlayerInfo, int>(player, latency) */
PlayerJoin, /* PlayerInfo(player) */
PlayerKilled, /* Tuple<Entity, string>(killer, chatMessage) */
PlayerLeave, /* Tuple<Guid, PlayerInfo?>(uuid, playerInfo) */
PlayerPropertyReceive, /* Dictionary<string, double>(prop) */
PlayerStatusUpdate, /* byte(status) */
/* Player's own events */
Death, /* null */
ExperienceChange, /* Tuple<float, int, int>(Experiencebar, Level, TotalExperience) */
GamemodeUpdate, /* Tuple<PlayerInfo, int>(player, gamemode) */
HealthUpdate, /* Tuple<float, int>(health, food) */
HeldItemChange, /* byte(slot) */
Respawn,
/* Inventory-related events */
InventoryClose, /* int(inventoryID) */
InventoryOpen, /* int(inventoryID) */
InventoryProperties, /* Tuple<int, int, int>(inventoryID, propertyId, propertyValue) */
InventoryUpdate, /* int(inventoryID) */
/* Entity-related events */
EntityAnimation,
EntityDespawn, /* Entity(entity) */
EntityEffect, /* Tuple<Entity, Effect>(entity, effect) */
EntityEquipment, /* Tuple<Entity, int, Item?>(entity, slot, item) */
EntityHealth,
EntityMetadata,
EntityMove, /* Entity(entity) */
EntitySpawn, /* Entity(entity) */
};
}