Documentation
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Index ¶
- Constants
- func HandlePlayer(p *player.Player, h *PlayerHandlers)
- func HandleWorld(w *world.World, h *WorldHandlers)
- func Test()
- type PlayerHandleAttackEntityFunc
- type PlayerHandleBlockBreakFunc
- type PlayerHandleBlockPickFunc
- type PlayerHandleBlockPlaceFunc
- type PlayerHandleChangeWorldFunc
- type PlayerHandleChatFunc
- type PlayerHandleCommandExecutionFunc
- type PlayerHandleDeathFunc
- type PlayerHandleDiagnosticsFunc
- type PlayerHandleExperienceGainFunc
- type PlayerHandleFireExtinguishFunc
- type PlayerHandleFoodLossFunc
- type PlayerHandleHealFunc
- type PlayerHandleHeldSlotChangeFunc
- type PlayerHandleHurtFunc
- type PlayerHandleItemConsumeFunc
- type PlayerHandleItemDamageFunc
- type PlayerHandleItemDropFunc
- type PlayerHandleItemPickupFunc
- type PlayerHandleItemReleaseFunc
- type PlayerHandleItemUseFunc
- type PlayerHandleItemUseOnBlockFunc
- type PlayerHandleItemUseOnEntityFunc
- type PlayerHandleJumpFunc
- type PlayerHandleLecternPageTurnFunc
- type PlayerHandleMoveFunc
- type PlayerHandlePunchAirFunc
- type PlayerHandleQuitFunc
- type PlayerHandleRespawnFunc
- type PlayerHandleSignEditFunc
- type PlayerHandleSkinChangeFunc
- type PlayerHandleStartBreakFunc
- type PlayerHandleTeleportFunc
- type PlayerHandleToggleSneakFunc
- type PlayerHandleToggleSprintFunc
- type PlayerHandleTransferFunc
- type PlayerHandlers
- func (h *PlayerHandlers) OnAttackEntity(handler PlayerHandleAttackEntityFunc, priority Priority)
- func (h *PlayerHandlers) OnBlockBreak(handler PlayerHandleBlockBreakFunc, priority Priority)
- func (h *PlayerHandlers) OnBlockPick(handler PlayerHandleBlockPickFunc, priority Priority)
- func (h *PlayerHandlers) OnBlockPlace(handler PlayerHandleBlockPlaceFunc, priority Priority)
- func (h *PlayerHandlers) OnChangeWorld(handler PlayerHandleChangeWorldFunc, priority Priority)
- func (h *PlayerHandlers) OnChat(handler PlayerHandleChatFunc, priority Priority)
- func (h *PlayerHandlers) OnCommandExecution(handler PlayerHandleCommandExecutionFunc, priority Priority)
- func (h *PlayerHandlers) OnDeath(handler PlayerHandleDeathFunc, priority Priority)
- func (h *PlayerHandlers) OnDiagnostics(handler PlayerHandleDiagnosticsFunc, priority Priority)
- func (h *PlayerHandlers) OnExperienceGain(handler PlayerHandleExperienceGainFunc, priority Priority)
- func (h *PlayerHandlers) OnFireExtinguish(handler PlayerHandleFireExtinguishFunc, priority Priority)
- func (h *PlayerHandlers) OnFoodLoss(handler PlayerHandleFoodLossFunc, priority Priority)
- func (h *PlayerHandlers) OnHeal(handler PlayerHandleHealFunc, priority Priority)
- func (h *PlayerHandlers) OnHeldSlotChange(handler PlayerHandleHeldSlotChangeFunc, priority Priority)
- func (h *PlayerHandlers) OnHurt(handler PlayerHandleHurtFunc, priority Priority)
- func (h *PlayerHandlers) OnItemConsume(handler PlayerHandleItemConsumeFunc, priority Priority)
- func (h *PlayerHandlers) OnItemDamage(handler PlayerHandleItemDamageFunc, priority Priority)
- func (h *PlayerHandlers) OnItemDrop(handler PlayerHandleItemDropFunc, priority Priority)
- func (h *PlayerHandlers) OnItemPickup(handler PlayerHandleItemPickupFunc, priority Priority)
- func (h *PlayerHandlers) OnItemRelease(handler PlayerHandleItemReleaseFunc, priority Priority)
- func (h *PlayerHandlers) OnItemUse(handler PlayerHandleItemUseFunc, priority Priority)
- func (h *PlayerHandlers) OnItemUseOnBlock(handler PlayerHandleItemUseOnBlockFunc, priority Priority)
- func (h *PlayerHandlers) OnItemUseOnEntity(handler PlayerHandleItemUseOnEntityFunc, priority Priority)
- func (h *PlayerHandlers) OnJump(handler PlayerHandleJumpFunc, priority Priority)
- func (h *PlayerHandlers) OnLecternPageTurn(handler PlayerHandleLecternPageTurnFunc, priority Priority)
- func (h *PlayerHandlers) OnMove(handler PlayerHandleMoveFunc, priority Priority)
- func (h *PlayerHandlers) OnPunchAir(handler PlayerHandlePunchAirFunc, priority Priority)
- func (h *PlayerHandlers) OnQuit(handler PlayerHandleQuitFunc, priority Priority)
- func (h *PlayerHandlers) OnRespawn(handler PlayerHandleRespawnFunc, priority Priority)
- func (h *PlayerHandlers) OnSignEdit(handler PlayerHandleSignEditFunc, priority Priority)
- func (h *PlayerHandlers) OnSkinChange(handler PlayerHandleSkinChangeFunc, priority Priority)
- func (h *PlayerHandlers) OnStartBreak(handler PlayerHandleStartBreakFunc, priority Priority)
- func (h *PlayerHandlers) OnTeleport(handler PlayerHandleTeleportFunc, priority Priority)
- func (h *PlayerHandlers) OnToggleSneak(handler PlayerHandleToggleSneakFunc, priority Priority)
- func (h *PlayerHandlers) OnToggleSprint(handler PlayerHandleToggleSprintFunc, priority Priority)
- func (h *PlayerHandlers) OnTransfer(handler PlayerHandleTransferFunc, priority Priority)
- type PlayerNativeBridgeHandler
- func (h *PlayerNativeBridgeHandler) HandleAttackEntity(ctx *player.Context, e world.Entity, force *float64, height *float64, ...)
- func (h *PlayerNativeBridgeHandler) HandleBlockBreak(ctx *player.Context, pos cube.Pos, drops *[]item.Stack, xp *int)
- func (h *PlayerNativeBridgeHandler) HandleBlockPick(ctx *player.Context, pos cube.Pos, b world.Block)
- func (h *PlayerNativeBridgeHandler) HandleBlockPlace(ctx *player.Context, pos cube.Pos, b world.Block)
- func (h *PlayerNativeBridgeHandler) HandleChangeWorld(before *world.World, after *world.World)
- func (h *PlayerNativeBridgeHandler) HandleChat(ctx *player.Context, message *string)
- func (h *PlayerNativeBridgeHandler) HandleCommandExecution(ctx *player.Context, command cmd.Command, args []string)
- func (h *PlayerNativeBridgeHandler) HandleDeath(p *player.Player, src world.DamageSource, keepInv *bool)
- func (h *PlayerNativeBridgeHandler) HandleDiagnostics(p *player.Player, d session.Diagnostics)
- func (h *PlayerNativeBridgeHandler) HandleExperienceGain(ctx *player.Context, amount *int)
- func (h *PlayerNativeBridgeHandler) HandleFireExtinguish(ctx *player.Context, pos cube.Pos)
- func (h *PlayerNativeBridgeHandler) HandleFoodLoss(ctx *player.Context, from int, to *int)
- func (h *PlayerNativeBridgeHandler) HandleHeal(ctx *player.Context, health *float64, src world.HealingSource)
- func (h *PlayerNativeBridgeHandler) HandleHeldSlotChange(ctx *player.Context, from int, to int)
- func (h *PlayerNativeBridgeHandler) HandleHurt(ctx *player.Context, damage *float64, immune bool, ...)
- func (h *PlayerNativeBridgeHandler) HandleItemConsume(ctx *player.Context, item item.Stack)
- func (h *PlayerNativeBridgeHandler) HandleItemDamage(ctx *player.Context, i item.Stack, damage int)
- func (h *PlayerNativeBridgeHandler) HandleItemDrop(ctx *player.Context, s item.Stack)
- func (h *PlayerNativeBridgeHandler) HandleItemPickup(ctx *player.Context, i *item.Stack)
- func (h *PlayerNativeBridgeHandler) HandleItemRelease(ctx *player.Context, item item.Stack, dur time.Duration)
- func (h *PlayerNativeBridgeHandler) HandleItemUse(ctx *player.Context)
- func (h *PlayerNativeBridgeHandler) HandleItemUseOnBlock(ctx *player.Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)
- func (h *PlayerNativeBridgeHandler) HandleItemUseOnEntity(ctx *player.Context, e world.Entity)
- func (h *PlayerNativeBridgeHandler) HandleJump(p *player.Player)
- func (h *PlayerNativeBridgeHandler) HandleLecternPageTurn(ctx *player.Context, pos cube.Pos, oldPage int, newPage *int)
- func (h *PlayerNativeBridgeHandler) HandleMove(ctx *player.Context, newPos mgl64.Vec3, newRot cube.Rotation)
- func (h *PlayerNativeBridgeHandler) HandlePunchAir(ctx *player.Context)
- func (h *PlayerNativeBridgeHandler) HandleQuit(p *player.Player)
- func (h *PlayerNativeBridgeHandler) HandleRespawn(p *player.Player, pos *mgl64.Vec3, w **world.World)
- func (h *PlayerNativeBridgeHandler) HandleSignEdit(ctx *player.Context, pos cube.Pos, frontSide bool, oldText string, ...)
- func (h *PlayerNativeBridgeHandler) HandleSkinChange(ctx *player.Context, skin *skin.Skin)
- func (h *PlayerNativeBridgeHandler) HandleStartBreak(ctx *player.Context, pos cube.Pos)
- func (h *PlayerNativeBridgeHandler) HandleTeleport(ctx *player.Context, pos mgl64.Vec3)
- func (h *PlayerNativeBridgeHandler) HandleToggleSneak(ctx *player.Context, after bool)
- func (h *PlayerNativeBridgeHandler) HandleToggleSprint(ctx *player.Context, after bool)
- func (h *PlayerNativeBridgeHandler) HandleTransfer(ctx *player.Context, addr *net.UDPAddr)
- type Priority
- type WorldHandleBlockBurnFunc
- type WorldHandleCloseFunc
- type WorldHandleCropTrampleFunc
- type WorldHandleEntityDespawnFunc
- type WorldHandleEntitySpawnFunc
- type WorldHandleFireSpreadFunc
- type WorldHandleLeavesDecayFunc
- type WorldHandleLiquidDecayFunc
- type WorldHandleLiquidFlowFunc
- type WorldHandleLiquidHardenFunc
- type WorldHandleSoundFunc
- type WorldHandlers
- func (h *WorldHandlers) OnBlockBurn(handler WorldHandleBlockBurnFunc, priority Priority)
- func (h *WorldHandlers) OnClose(handler WorldHandleCloseFunc, priority Priority)
- func (h *WorldHandlers) OnCropTrample(handler WorldHandleCropTrampleFunc, priority Priority)
- func (h *WorldHandlers) OnEntityDespawn(handler WorldHandleEntityDespawnFunc, priority Priority)
- func (h *WorldHandlers) OnEntitySpawn(handler WorldHandleEntitySpawnFunc, priority Priority)
- func (h *WorldHandlers) OnFireSpread(handler WorldHandleFireSpreadFunc, priority Priority)
- func (h *WorldHandlers) OnLeavesDecay(handler WorldHandleLeavesDecayFunc, priority Priority)
- func (h *WorldHandlers) OnLiquidDecay(handler WorldHandleLiquidDecayFunc, priority Priority)
- func (h *WorldHandlers) OnLiquidFlow(handler WorldHandleLiquidFlowFunc, priority Priority)
- func (h *WorldHandlers) OnLiquidHarden(handler WorldHandleLiquidHardenFunc, priority Priority)
- func (h *WorldHandlers) OnSound(handler WorldHandleSoundFunc, priority Priority)
- type WorldNativeBridgeHandler
- func (h *WorldNativeBridgeHandler) HandleBlockBurn(ctx *world.Context, pos cube.Pos)
- func (h *WorldNativeBridgeHandler) HandleClose(tx *world.Tx)
- func (h *WorldNativeBridgeHandler) HandleCropTrample(ctx *world.Context, pos cube.Pos)
- func (h *WorldNativeBridgeHandler) HandleEntityDespawn(tx *world.Tx, e world.Entity)
- func (h *WorldNativeBridgeHandler) HandleEntitySpawn(tx *world.Tx, e world.Entity)
- func (h *WorldNativeBridgeHandler) HandleFireSpread(ctx *world.Context, from cube.Pos, to cube.Pos)
- func (h *WorldNativeBridgeHandler) HandleLeavesDecay(ctx *world.Context, pos cube.Pos)
- func (h *WorldNativeBridgeHandler) HandleLiquidDecay(ctx *world.Context, pos cube.Pos, before world.Liquid, after world.Liquid)
- func (h *WorldNativeBridgeHandler) HandleLiquidFlow(ctx *world.Context, from cube.Pos, into cube.Pos, liquid world.Liquid, ...)
- func (h *WorldNativeBridgeHandler) HandleLiquidHarden(ctx *world.Context, hardenedPos cube.Pos, liquidHardened world.Block, ...)
- func (h *WorldNativeBridgeHandler) HandleSound(ctx *world.Context, s world.Sound, pos mgl64.Vec3)
Constants ¶
View Source
const ( PriorityLowest Priority = 100 PriorityLow = 200 PriorityNormal = 300 PriorityHigh = 400 PriorityHighest = 500 )
Variables ¶
This section is empty.
Functions ¶
func HandlePlayer ¶
func HandlePlayer(p *player.Player, h *PlayerHandlers)
func HandleWorld ¶
func HandleWorld(w *world.World, h *WorldHandlers)
Types ¶
type PlayerHandleChatFunc ¶
type PlayerHandleDeathFunc ¶
type PlayerHandleDeathFunc func(p *player.Player, src world.DamageSource, keepInv *bool)
type PlayerHandleDiagnosticsFunc ¶
type PlayerHandleDiagnosticsFunc func(p *player.Player, d session.Diagnostics)
type PlayerHandleHealFunc ¶
type PlayerHandleHealFunc func(ctx *player.Context, health *float64, src world.HealingSource)
type PlayerHandleHurtFunc ¶
type PlayerHandleItemUseFunc ¶
type PlayerHandleJumpFunc ¶
type PlayerHandleMoveFunc ¶
type PlayerHandleQuitFunc ¶
type PlayerHandleRespawnFunc ¶
type PlayerHandlers ¶
type PlayerHandlers struct {
// contains filtered or unexported fields
}
func NewPlayerHandlers ¶
func NewPlayerHandlers() *PlayerHandlers
func (*PlayerHandlers) OnAttackEntity ¶
func (h *PlayerHandlers) OnAttackEntity(handler PlayerHandleAttackEntityFunc, priority Priority)
func (*PlayerHandlers) OnBlockBreak ¶
func (h *PlayerHandlers) OnBlockBreak(handler PlayerHandleBlockBreakFunc, priority Priority)
func (*PlayerHandlers) OnBlockPick ¶
func (h *PlayerHandlers) OnBlockPick(handler PlayerHandleBlockPickFunc, priority Priority)
func (*PlayerHandlers) OnBlockPlace ¶
func (h *PlayerHandlers) OnBlockPlace(handler PlayerHandleBlockPlaceFunc, priority Priority)
func (*PlayerHandlers) OnChangeWorld ¶
func (h *PlayerHandlers) OnChangeWorld(handler PlayerHandleChangeWorldFunc, priority Priority)
func (*PlayerHandlers) OnChat ¶
func (h *PlayerHandlers) OnChat(handler PlayerHandleChatFunc, priority Priority)
func (*PlayerHandlers) OnCommandExecution ¶
func (h *PlayerHandlers) OnCommandExecution(handler PlayerHandleCommandExecutionFunc, priority Priority)
func (*PlayerHandlers) OnDeath ¶
func (h *PlayerHandlers) OnDeath(handler PlayerHandleDeathFunc, priority Priority)
func (*PlayerHandlers) OnDiagnostics ¶
func (h *PlayerHandlers) OnDiagnostics(handler PlayerHandleDiagnosticsFunc, priority Priority)
func (*PlayerHandlers) OnExperienceGain ¶
func (h *PlayerHandlers) OnExperienceGain(handler PlayerHandleExperienceGainFunc, priority Priority)
func (*PlayerHandlers) OnFireExtinguish ¶
func (h *PlayerHandlers) OnFireExtinguish(handler PlayerHandleFireExtinguishFunc, priority Priority)
func (*PlayerHandlers) OnFoodLoss ¶
func (h *PlayerHandlers) OnFoodLoss(handler PlayerHandleFoodLossFunc, priority Priority)
func (*PlayerHandlers) OnHeal ¶
func (h *PlayerHandlers) OnHeal(handler PlayerHandleHealFunc, priority Priority)
func (*PlayerHandlers) OnHeldSlotChange ¶
func (h *PlayerHandlers) OnHeldSlotChange(handler PlayerHandleHeldSlotChangeFunc, priority Priority)
func (*PlayerHandlers) OnHurt ¶
func (h *PlayerHandlers) OnHurt(handler PlayerHandleHurtFunc, priority Priority)
func (*PlayerHandlers) OnItemConsume ¶
func (h *PlayerHandlers) OnItemConsume(handler PlayerHandleItemConsumeFunc, priority Priority)
func (*PlayerHandlers) OnItemDamage ¶
func (h *PlayerHandlers) OnItemDamage(handler PlayerHandleItemDamageFunc, priority Priority)
func (*PlayerHandlers) OnItemDrop ¶
func (h *PlayerHandlers) OnItemDrop(handler PlayerHandleItemDropFunc, priority Priority)
func (*PlayerHandlers) OnItemPickup ¶
func (h *PlayerHandlers) OnItemPickup(handler PlayerHandleItemPickupFunc, priority Priority)
func (*PlayerHandlers) OnItemRelease ¶
func (h *PlayerHandlers) OnItemRelease(handler PlayerHandleItemReleaseFunc, priority Priority)
func (*PlayerHandlers) OnItemUse ¶
func (h *PlayerHandlers) OnItemUse(handler PlayerHandleItemUseFunc, priority Priority)
func (*PlayerHandlers) OnItemUseOnBlock ¶
func (h *PlayerHandlers) OnItemUseOnBlock(handler PlayerHandleItemUseOnBlockFunc, priority Priority)
func (*PlayerHandlers) OnItemUseOnEntity ¶
func (h *PlayerHandlers) OnItemUseOnEntity(handler PlayerHandleItemUseOnEntityFunc, priority Priority)
func (*PlayerHandlers) OnJump ¶
func (h *PlayerHandlers) OnJump(handler PlayerHandleJumpFunc, priority Priority)
func (*PlayerHandlers) OnLecternPageTurn ¶
func (h *PlayerHandlers) OnLecternPageTurn(handler PlayerHandleLecternPageTurnFunc, priority Priority)
func (*PlayerHandlers) OnMove ¶
func (h *PlayerHandlers) OnMove(handler PlayerHandleMoveFunc, priority Priority)
func (*PlayerHandlers) OnPunchAir ¶
func (h *PlayerHandlers) OnPunchAir(handler PlayerHandlePunchAirFunc, priority Priority)
func (*PlayerHandlers) OnQuit ¶
func (h *PlayerHandlers) OnQuit(handler PlayerHandleQuitFunc, priority Priority)
func (*PlayerHandlers) OnRespawn ¶
func (h *PlayerHandlers) OnRespawn(handler PlayerHandleRespawnFunc, priority Priority)
func (*PlayerHandlers) OnSignEdit ¶
func (h *PlayerHandlers) OnSignEdit(handler PlayerHandleSignEditFunc, priority Priority)
func (*PlayerHandlers) OnSkinChange ¶
func (h *PlayerHandlers) OnSkinChange(handler PlayerHandleSkinChangeFunc, priority Priority)
func (*PlayerHandlers) OnStartBreak ¶
func (h *PlayerHandlers) OnStartBreak(handler PlayerHandleStartBreakFunc, priority Priority)
func (*PlayerHandlers) OnTeleport ¶
func (h *PlayerHandlers) OnTeleport(handler PlayerHandleTeleportFunc, priority Priority)
func (*PlayerHandlers) OnToggleSneak ¶
func (h *PlayerHandlers) OnToggleSneak(handler PlayerHandleToggleSneakFunc, priority Priority)
func (*PlayerHandlers) OnToggleSprint ¶
func (h *PlayerHandlers) OnToggleSprint(handler PlayerHandleToggleSprintFunc, priority Priority)
func (*PlayerHandlers) OnTransfer ¶
func (h *PlayerHandlers) OnTransfer(handler PlayerHandleTransferFunc, priority Priority)
type PlayerNativeBridgeHandler ¶
type PlayerNativeBridgeHandler struct {
// contains filtered or unexported fields
}
func (*PlayerNativeBridgeHandler) HandleAttackEntity ¶
func (*PlayerNativeBridgeHandler) HandleBlockBreak ¶
func (*PlayerNativeBridgeHandler) HandleBlockPick ¶
func (*PlayerNativeBridgeHandler) HandleBlockPlace ¶
func (*PlayerNativeBridgeHandler) HandleChangeWorld ¶
func (h *PlayerNativeBridgeHandler) HandleChangeWorld(before *world.World, after *world.World)
func (*PlayerNativeBridgeHandler) HandleChat ¶
func (h *PlayerNativeBridgeHandler) HandleChat(ctx *player.Context, message *string)
func (*PlayerNativeBridgeHandler) HandleCommandExecution ¶
func (*PlayerNativeBridgeHandler) HandleDeath ¶
func (h *PlayerNativeBridgeHandler) HandleDeath(p *player.Player, src world.DamageSource, keepInv *bool)
func (*PlayerNativeBridgeHandler) HandleDiagnostics ¶
func (h *PlayerNativeBridgeHandler) HandleDiagnostics(p *player.Player, d session.Diagnostics)
func (*PlayerNativeBridgeHandler) HandleExperienceGain ¶
func (h *PlayerNativeBridgeHandler) HandleExperienceGain(ctx *player.Context, amount *int)
func (*PlayerNativeBridgeHandler) HandleFireExtinguish ¶
func (h *PlayerNativeBridgeHandler) HandleFireExtinguish(ctx *player.Context, pos cube.Pos)
func (*PlayerNativeBridgeHandler) HandleFoodLoss ¶
func (h *PlayerNativeBridgeHandler) HandleFoodLoss(ctx *player.Context, from int, to *int)
func (*PlayerNativeBridgeHandler) HandleHeal ¶
func (h *PlayerNativeBridgeHandler) HandleHeal(ctx *player.Context, health *float64, src world.HealingSource)
func (*PlayerNativeBridgeHandler) HandleHeldSlotChange ¶
func (h *PlayerNativeBridgeHandler) HandleHeldSlotChange(ctx *player.Context, from int, to int)
func (*PlayerNativeBridgeHandler) HandleHurt ¶
func (h *PlayerNativeBridgeHandler) HandleHurt(ctx *player.Context, damage *float64, immune bool, attackImmunity *time.Duration, src world.DamageSource)
func (*PlayerNativeBridgeHandler) HandleItemConsume ¶
func (h *PlayerNativeBridgeHandler) HandleItemConsume(ctx *player.Context, item item.Stack)
func (*PlayerNativeBridgeHandler) HandleItemDamage ¶
func (*PlayerNativeBridgeHandler) HandleItemDrop ¶
func (h *PlayerNativeBridgeHandler) HandleItemDrop(ctx *player.Context, s item.Stack)
func (*PlayerNativeBridgeHandler) HandleItemPickup ¶
func (h *PlayerNativeBridgeHandler) HandleItemPickup(ctx *player.Context, i *item.Stack)
func (*PlayerNativeBridgeHandler) HandleItemRelease ¶
func (*PlayerNativeBridgeHandler) HandleItemUse ¶
func (h *PlayerNativeBridgeHandler) HandleItemUse(ctx *player.Context)
func (*PlayerNativeBridgeHandler) HandleItemUseOnBlock ¶
func (*PlayerNativeBridgeHandler) HandleItemUseOnEntity ¶
func (h *PlayerNativeBridgeHandler) HandleItemUseOnEntity(ctx *player.Context, e world.Entity)
func (*PlayerNativeBridgeHandler) HandleJump ¶
func (h *PlayerNativeBridgeHandler) HandleJump(p *player.Player)
func (*PlayerNativeBridgeHandler) HandleLecternPageTurn ¶
func (*PlayerNativeBridgeHandler) HandleMove ¶
func (*PlayerNativeBridgeHandler) HandlePunchAir ¶
func (h *PlayerNativeBridgeHandler) HandlePunchAir(ctx *player.Context)
func (*PlayerNativeBridgeHandler) HandleQuit ¶
func (h *PlayerNativeBridgeHandler) HandleQuit(p *player.Player)
func (*PlayerNativeBridgeHandler) HandleRespawn ¶
func (*PlayerNativeBridgeHandler) HandleSignEdit ¶
func (*PlayerNativeBridgeHandler) HandleSkinChange ¶
func (h *PlayerNativeBridgeHandler) HandleSkinChange(ctx *player.Context, skin *skin.Skin)
func (*PlayerNativeBridgeHandler) HandleStartBreak ¶
func (h *PlayerNativeBridgeHandler) HandleStartBreak(ctx *player.Context, pos cube.Pos)
func (*PlayerNativeBridgeHandler) HandleTeleport ¶
func (h *PlayerNativeBridgeHandler) HandleTeleport(ctx *player.Context, pos mgl64.Vec3)
func (*PlayerNativeBridgeHandler) HandleToggleSneak ¶
func (h *PlayerNativeBridgeHandler) HandleToggleSneak(ctx *player.Context, after bool)
func (*PlayerNativeBridgeHandler) HandleToggleSprint ¶
func (h *PlayerNativeBridgeHandler) HandleToggleSprint(ctx *player.Context, after bool)
func (*PlayerNativeBridgeHandler) HandleTransfer ¶
func (h *PlayerNativeBridgeHandler) HandleTransfer(ctx *player.Context, addr *net.UDPAddr)
type Priority ¶
type Priority int
Priority represents the priority of a handler. The priority of a handler determines the order in which handlers are called. Handlers with a higher priority are called before handlers with a lower priority.
type WorldHandleCloseFunc ¶
type WorldHandleSoundFunc ¶
type WorldHandlers ¶
type WorldHandlers struct {
// contains filtered or unexported fields
}
func NewWorldHandlers ¶
func NewWorldHandlers() *WorldHandlers
func (*WorldHandlers) OnBlockBurn ¶
func (h *WorldHandlers) OnBlockBurn(handler WorldHandleBlockBurnFunc, priority Priority)
func (*WorldHandlers) OnClose ¶
func (h *WorldHandlers) OnClose(handler WorldHandleCloseFunc, priority Priority)
func (*WorldHandlers) OnCropTrample ¶
func (h *WorldHandlers) OnCropTrample(handler WorldHandleCropTrampleFunc, priority Priority)
func (*WorldHandlers) OnEntityDespawn ¶
func (h *WorldHandlers) OnEntityDespawn(handler WorldHandleEntityDespawnFunc, priority Priority)
func (*WorldHandlers) OnEntitySpawn ¶
func (h *WorldHandlers) OnEntitySpawn(handler WorldHandleEntitySpawnFunc, priority Priority)
func (*WorldHandlers) OnFireSpread ¶
func (h *WorldHandlers) OnFireSpread(handler WorldHandleFireSpreadFunc, priority Priority)
func (*WorldHandlers) OnLeavesDecay ¶
func (h *WorldHandlers) OnLeavesDecay(handler WorldHandleLeavesDecayFunc, priority Priority)
func (*WorldHandlers) OnLiquidDecay ¶
func (h *WorldHandlers) OnLiquidDecay(handler WorldHandleLiquidDecayFunc, priority Priority)
func (*WorldHandlers) OnLiquidFlow ¶
func (h *WorldHandlers) OnLiquidFlow(handler WorldHandleLiquidFlowFunc, priority Priority)
func (*WorldHandlers) OnLiquidHarden ¶
func (h *WorldHandlers) OnLiquidHarden(handler WorldHandleLiquidHardenFunc, priority Priority)
func (*WorldHandlers) OnSound ¶
func (h *WorldHandlers) OnSound(handler WorldHandleSoundFunc, priority Priority)
type WorldNativeBridgeHandler ¶
type WorldNativeBridgeHandler struct {
// contains filtered or unexported fields
}
func (*WorldNativeBridgeHandler) HandleBlockBurn ¶
func (h *WorldNativeBridgeHandler) HandleBlockBurn(ctx *world.Context, pos cube.Pos)
func (*WorldNativeBridgeHandler) HandleClose ¶
func (h *WorldNativeBridgeHandler) HandleClose(tx *world.Tx)
func (*WorldNativeBridgeHandler) HandleCropTrample ¶
func (h *WorldNativeBridgeHandler) HandleCropTrample(ctx *world.Context, pos cube.Pos)
func (*WorldNativeBridgeHandler) HandleEntityDespawn ¶
func (h *WorldNativeBridgeHandler) HandleEntityDespawn(tx *world.Tx, e world.Entity)
func (*WorldNativeBridgeHandler) HandleEntitySpawn ¶
func (h *WorldNativeBridgeHandler) HandleEntitySpawn(tx *world.Tx, e world.Entity)
func (*WorldNativeBridgeHandler) HandleFireSpread ¶
func (*WorldNativeBridgeHandler) HandleLeavesDecay ¶
func (h *WorldNativeBridgeHandler) HandleLeavesDecay(ctx *world.Context, pos cube.Pos)
func (*WorldNativeBridgeHandler) HandleLiquidDecay ¶
func (*WorldNativeBridgeHandler) HandleLiquidFlow ¶
func (*WorldNativeBridgeHandler) HandleLiquidHarden ¶
func (*WorldNativeBridgeHandler) HandleSound ¶
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