mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2025-11-07 17:36:07 +00:00
68 lines
2.5 KiB
C#
68 lines
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace MinecraftClient.Scripting
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{
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public enum McClientEventType
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{
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/* Internal Events */
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Initialize,
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ClientDisconnect, /* Tuple<ChatBot.DisconnectReason, string>(reason, message) */
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ClientTick,
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InternalCommand,
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NetworkPacket, /* Tuple<int, byte[], bool, bool>(packetID, packetData, isLogin, isInbound) */
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ServerTpsUpdate, /* double(tps) */
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/* General in-game events */
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BlockBreakAnimation,
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BlockChange,
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Enchantments, /* EnchantmentData(lastEnchantment) */
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Explosion, /* Tuple<Location, float, int>(location, strength, affectedBlocks) */
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GameJoin,
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MapDataReceive,
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PluginMessage,
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RainLevelChange,
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ScoreboardUpdate,
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ScoreUpdate,
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TextReceive, /* Tuple<string, string>(messageText, message.content) */
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ThunderLevelChange,
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TimeUpdate, /* Tuple<long, long>(WorldAge, TimeOfDay) */
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TitleReceive, /* TitlePacket(title) */
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TradeListReceive,
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/* Player Events */
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PlayerLatencyUpdate, /* Tuple<PlayerInfo, int>(player, latency) */
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PlayerJoin, /* PlayerInfo(player) */
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PlayerKilled, /* Tuple<Entity, string>(killer, chatMessage) */
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PlayerLeave, /* Tuple<Guid, PlayerInfo?>(uuid, playerInfo) */
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PlayerPropertyReceive, /* Dictionary<string, double>(prop) */
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PlayerStatusUpdate, /* byte(status) */
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/* Player's own events */
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Death, /* null */
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ExperienceChange, /* Tuple<float, int, int>(Experiencebar, Level, TotalExperience) */
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GamemodeUpdate, /* Tuple<PlayerInfo, int>(player, gamemode) */
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HealthUpdate, /* Tuple<float, int>(health, food) */
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HeldItemChange, /* byte(slot) */
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Respawn,
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/* Inventory-related events */
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InventoryClose, /* int(inventoryID) */
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InventoryOpen, /* int(inventoryID) */
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InventoryProperties, /* Tuple<int, int, int>(inventoryID, propertyId, propertyValue) */
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InventoryUpdate, /* int(inventoryID) */
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/* Entity-related events */
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EntityAnimation,
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EntityDespawn, /* Entity(entity) */
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EntityEffect, /* Tuple<Entity, Effect>(entity, effect) */
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EntityEquipment, /* Tuple<Entity, int, Item?>(entity, slot, item) */
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EntityHealth,
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EntityMetadata,
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EntityMove, /* Entity(entity) */
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EntitySpawn, /* Entity(entity) */
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};
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}
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