Revision Difference
EventSystem#549746
<cat>Code.Intro</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.
## Setting up your Class
Entities and panels are automatically registered/unregistered for you - for everything else, you just need to call `Event.Register` and `Event.Unregister`:
```
public class TeamManager
{
public TeamManager()
{
Event.Register( this ); // Do this on things that aren't entities or panels
}
[Event.Tick]
[GameEvent.Tick]
public void OnTick()
{
Log.Trace( "blah" );
}
~TeamManager()
{
Event.Unregister( this );
}
}
```
## Registering a callback⤶
Adding an `[Event]` attribute will add it to the list to be called.
## Registering a Callback⤶
Adding a `[GameEvent.*]` or `[Event.*]` attribute will add it to the list to be called.
```
[Event( "server.tick" )]⤶
[GameEvent.Tick.Server]⤶
public void MyCallback()
{
// will get called every server tick
}
```
## Engine events⤶
## Built-in Events⤶
The various events called from the engine currently:
### buildinput⤶
### Build Input⤶
Called clientside every frame to process input and encode outputs into a user command.
```csharp
[Event.Client.BuildInput]
[GameEvent.Client.BuildInput]
public void MyBuildInput()
{
}
```
### client.disconnect⤶
### Client Disconnect⤶
Called when a client disconnects.
⤶
```csharp⤶
[GameEvent.Server.ClientDisconnect]⤶
private void ClientDisconnect( ClientDisconnectEvent e )⤶
{⤶
Log.Info( e.Client );⤶
}⤶
```⤶
⤶
⤶
### Client Joined⤶
⤶
Called when a client joins.⤶
```csharp
[Event( "client.disconnected" )]⤶
[GameEvent.Server.ClientJoined]⤶
private void ClientJoined( ClientJoinedEvent e )⤶
{⤶
Log.Info( e.Client );⤶
}⤶
```
⤶
Called from `GameLoop.ClientDisconnected`⤶
⤶
### frame⤶
⤶
⤶
### Frame⤶
Called just before the beginning of a rendering frame.
```csharp
[Event.Frame]
[GameEvent.Client.Frame]
```
⤶
Called from `GameLoop.PreRender`⤶
⤶
### tick⤶
⤶
⤶
### Tick⤶
Called every <page text="server or client tick">GameLoop#everytick</page> (60 times a second by default).
```csharp
[Event.Tick]
[Event( "server.tick" )]⤶
[Event( "client.tick" )]
[GameEvent.Tick]
[GameEvent.Tick.Server]⤶
[GameEvent.Tick.Client)]
```
⤶
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>.
⤶
⤶
### Physics Step⤶
Called before each physics step, this is usually every tick but can be more depending on <page text="Global.PhysicsSubSteps">Sandbox.Global.PhysicsSubSteps</page>.
⤶
```csharp⤶
[GameEvent.Physics.PreStep]⤶
```⤶
⤶
Called after each physics step.⤶
```csharp
[Event( "physics.step" )]⤶
[GameEvent.Physics.PostStep]⤶
```
⤶
Called from `GameLoop.PostPhysicsStep`.⤶
⤶
### hotloaded⤶
⤶
### Hotload⤶
Called each time your C# is hotloaded after successful recompile.
```csharp
[Event.Hotload]
```
⤶
Called from `HotloadManager.DoSwap`.⤶
⤶
### client.postspawn⤶
⤶
⤶
### Post Entity Spawn⤶
Called after all map entities have spawned in, including after map cleanups.
```csharp
[Event.Entity.PostSpawn]
[GameEvent.Entity.PostSpawn]
```
## 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.
### Event Arguments⤶
Events can pass up to three arguments too.
```csharp
[Event( "mygame.gameover" )]
public void OnGameOver( Player winner )
{
}
public void DoGameOver( Player winner )
{
Event.Run( "mygame.gameover", winner )
}
```
### EventAttributes⤶
### Event Attributes⤶
If you want, you can also make your own custom EventAttributes (like `[Event.Tick]`) and use them to register handlers. The behavior is the same as raw event names but they have all the benefits of a type (picked up by IntelliSense, checked at compile time, etc.)
```csharp
// Defining the event type
public static class GameEvent
{
public const string Custom = "custom";
public class CustomAttribute : EventAttribute
{
public CustomAttribute() : base( Custom ) { }
}
}
// Register it like this
[GameEvent.Custom]
public void OnCustomEvent()
{
// do something
}
// Fire it like this
Event.Run( GameEvent.Custom );
```⤶
⤶
### Defining Method Arguments⤶
⤶
When using custom event attributes you can define the required method arguments. This way, any methods that listen for this event *must* have matching arguments.⤶
⤶
```csharp⤶
// This event requires a string as the first argument.⤶
[MethodArguments( typeof( string ) )⤶
public class CustomAttribute : EventAttribute⤶
{⤶
public CustomAttribute() : base( Custom ) { }⤶
}⤶
```