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https://github.com/EggLinks/DanhengServer-OpenSource.git
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Feature:Asynchronous Operation & Formatting Code
- Now the async operation is enabled! - Code formatted by Resharper plugin <3
This commit is contained in:
@@ -1,70 +1,68 @@
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using EggLink.DanhengServer.Game.Player;
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using EggLink.DanhengServer.Game.Scene.Entity;
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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 EggLink.DanhengServer.Plugin.Event
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namespace EggLink.DanhengServer.Plugin.Event;
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public static class PluginEvent
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{
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public static class PluginEvent
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public static void InvokeOnPlayerHeartBeat(PlayerInstance player)
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{
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#region Player
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public delegate void OnPlayerHeartBeatHandler(PlayerInstance player);
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public delegate void OnPlayerLoginHandler(PlayerInstance player);
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public delegate void OnPlayerLogoutHandler(PlayerInstance player);
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public delegate void OnPlayerFinishSubMissionHandler(PlayerInstance player, int missionId);
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public delegate void OnPlayerFinishMainMissionHandler(PlayerInstance player, int missionId);
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public delegate void OnPlayerInteractHandler(PlayerInstance player, EntityProp prop);
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#endregion
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#region Common
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#endregion
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#region Event
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public static event OnPlayerHeartBeatHandler? OnPlayerHeartBeat;
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public static event OnPlayerLoginHandler? OnPlayerLogin;
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public static event OnPlayerLogoutHandler? OnPlayerLogout;
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public static event OnPlayerFinishSubMissionHandler? OnPlayerFinishSubMission;
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public static event OnPlayerFinishMainMissionHandler? OnPlayerFinishMainMission;
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public static event OnPlayerInteractHandler? OnPlayerInteract;
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#endregion
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public static void InvokeOnPlayerHeartBeat(PlayerInstance player)
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{
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OnPlayerHeartBeat?.Invoke(player);
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}
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public static void InvokeOnPlayerLogin(PlayerInstance player)
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{
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OnPlayerLogin?.Invoke(player);
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}
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public static void InvokeOnPlayerLogout(PlayerInstance player)
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{
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OnPlayerLogout?.Invoke(player);
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}
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public static void InvokeOnPlayerFinishSubMission(PlayerInstance player, int missionId)
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{
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OnPlayerFinishSubMission?.Invoke(player, missionId);
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}
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public static void InvokeOnPlayerFinishMainMission(PlayerInstance player, int missionId)
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{
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OnPlayerFinishMainMission?.Invoke(player, missionId);
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}
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public static void InvokeOnPlayerInteract(PlayerInstance player, EntityProp prop)
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{
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OnPlayerInteract?.Invoke(player, prop);
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}
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OnPlayerHeartBeat?.Invoke(player);
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}
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}
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public static void InvokeOnPlayerLogin(PlayerInstance player)
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{
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OnPlayerLogin?.Invoke(player);
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}
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public static void InvokeOnPlayerLogout(PlayerInstance player)
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{
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OnPlayerLogout?.Invoke(player);
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}
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public static void InvokeOnPlayerFinishSubMission(PlayerInstance player, int missionId)
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{
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OnPlayerFinishSubMission?.Invoke(player, missionId);
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}
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public static void InvokeOnPlayerFinishMainMission(PlayerInstance player, int missionId)
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{
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OnPlayerFinishMainMission?.Invoke(player, missionId);
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}
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public static void InvokeOnPlayerInteract(PlayerInstance player, EntityProp prop)
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{
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OnPlayerInteract?.Invoke(player, prop);
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}
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#region Player
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public delegate void OnPlayerHeartBeatHandler(PlayerInstance player);
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public delegate void OnPlayerLoginHandler(PlayerInstance player);
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public delegate void OnPlayerLogoutHandler(PlayerInstance player);
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public delegate void OnPlayerFinishSubMissionHandler(PlayerInstance player, int missionId);
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public delegate void OnPlayerFinishMainMissionHandler(PlayerInstance player, int missionId);
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public delegate void OnPlayerInteractHandler(PlayerInstance player, EntityProp prop);
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#endregion
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#region Common
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#endregion
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#region Event
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public static event OnPlayerHeartBeatHandler? OnPlayerHeartBeat;
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public static event OnPlayerLoginHandler? OnPlayerLogin;
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public static event OnPlayerLogoutHandler? OnPlayerLogout;
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public static event OnPlayerFinishSubMissionHandler? OnPlayerFinishSubMission;
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public static event OnPlayerFinishMainMissionHandler? OnPlayerFinishMainMission;
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public static event OnPlayerInteractHandler? OnPlayerInteract;
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#endregion
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}
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