mirror of https://github.com/marrub--/zscript-doc
35 lines
1.2 KiB
Markdown
35 lines
1.2 KiB
Markdown
|
# EventHandler
|
||
|
|
||
|
Event handlers handle events on a per-game or per-map level. This means that
|
||
|
they are registered when you start a new game or map, and un-register when you
|
||
|
finish the game or map. This is unlike `StaticEventHandler`, which registers
|
||
|
when the engine is started, and un-registers when it exits.
|
||
|
|
||
|
All of the virtual functions on `EventHandler` have empty implementations by
|
||
|
default, so you only need to override the events your event handler needs to
|
||
|
override.
|
||
|
|
||
|
See `StaticEventHandler` for more information on the events that can be
|
||
|
overridden on this type.
|
||
|
|
||
|
```
|
||
|
class EventHandler : StaticEventHandler
|
||
|
{
|
||
|
clearscope static StaticEventHandler Find(class<StaticEventHandler> type);
|
||
|
clearscope static void SendNetworkEvent(string name, int arg1 = 0, int arg2 = 0, int arg3 = 0);
|
||
|
}
|
||
|
```
|
||
|
|
||
|
- `Find`
|
||
|
|
||
|
Finds and returns the `StaticEventHandler` type `type` if it is registered,
|
||
|
or `null` if it does not exist. It should be noted that this is exactly the
|
||
|
same as `StaticEventHandler`'s, and does not actually check for
|
||
|
`EventHandlers`, although due to inheritance will return them correctly.
|
||
|
|
||
|
- `SendNetworkEvent`
|
||
|
|
||
|
Sends a network event with no activator.
|
||
|
|
||
|
<!-- EOF -->
|