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EventSystem#544154

<cat>Code.Misc</cat> <title>Event System</title> The event system is like the Hook system in Garry's Mod. It allows you to register functions on classes to receive a callback on certain global events. ## Registering a callback Adding an `[Event]` attribute will add it to the list to be called. ``` [Event( "server.tick" )] public void MyCallback() { // will get called every server tick } ``` ## Engine events The various events called from the engine currently: ⤶ ### buildinput⤶ ⤶ Called clientside every frame to process input and encode outputs into a user command.⤶ ⤶ ```csharp⤶ [Event.BuildInput]⤶ public void MyBuildInput( InputBuilder input )⤶ {⤶ ⤶ }⤶ ```⤶ ### client.disconnect Called when a client disconnects. ```csharp [Event( "client.disconnected" )] ``` Called from `GameLoop.ClientDisconnected` ### frame Called just before the beginning of a rendering frame. ```csharp [Event( "frame" )]⤶ [Event.Frame]⤶ ``` Called from `GameLoop.PreRender` ### tick Called every <page text="server or client tick">GameLoop#everytick</page> (60 times a second by default). ```csharp [Event( "tick" )]⤶ [Event.Tick]⤶ [Event( "server.tick" )] [Event( "client.tick" )] ``` Called from `GameLoop.ServerFrame_Think` and `GameLoop.ClientFrame_Think`. ### physics.step Called after each physics step, this is usually every tick but can be more depending on <page text="Global.PhysicsSubSteps">Sandbox.Global.PhysicsSubSteps</page>. ```csharp [Event( "physics.step" )] ``` Called from `GameLoop.PostPhysicsStep`. ### hotloaded Called each time your C# is hotloaded after successful recompile. ```csharp [Event( "hotloaded" )]⤶ [Event.Hotload]⤶ ``` Called from `HotloadManager.DoSwap`. ## Custom Events You can register your own custom event callbacks and call them. ```csharp [Event( "mygame.gameover" )] public void OnGameOver() { } public void DoGameOver() { Event.Run( "mygame.gameover" ) } ``` ### Event arguments Events can pass any amount of arguments too. ```csharp [Event( "mygame.gameover" )] public void OnGameOver( Player winner ) { } public void DoGameOver( Player winner ) { Event.Run( "mygame.gameover", winner ) } ```