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code [2021/03/23 03:47]
Mistermind [Extras]
code [2023/02/28 17:30] (current)
FreedTerror
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  /* Subscribe to UFE events:  /* Subscribe to UFE events:
  * Possible Events:  * Possible Events:
- * OnLifePointsChange(float newLifePoints, CharacterInfo player) + * OnLifePointsChange(float newLifePoints, ControlsScript player) 
- * OnNewAlert(string alertMessageCharacterInfo player) + * OnNewAlert(string newStringControlsScript player) 
- * OnHit(MoveInfo move, CharacterInfo hitter+ * OnHit(HitBox strokeHitBox, MoveInfo move, Hit hitInfo, ControlsScript player
- * OnBlock(MoveInfo move, CharacterInfo blocker+ * OnBlock(HitBox strokeHitBox, MoveInfo move, Hit hitInfo, ControlsScript player
- * OnParry(MoveInfo move, CharacterInfo blocker)+ * OnParry(HitBox strokeHitBox, MoveInfo move, Hit hitInfo, ControlsScript player)
  * OnMove(MoveInfo move, ControlsScript player)  * OnMove(MoveInfo move, ControlsScript player)
- * OnRoundEnds(CharacterInfo winner, CharacterInfo loser)+ * OnRoundEnds(ControlsScript winner, ControlsScript loser)
  * OnRoundBegins(int roundNumber)  * OnRoundBegins(int roundNumber)
- * OnGameEnds(CharacterInfo winner, CharacterInfo loser) + * OnGameEnds(ControlsScript winner, ControlsScript loser) 
- * OnGameBegins(CharacterInfo player1, CharacterInfo player2, StageOptions stage)+ * OnGameBegins(ControlsScript player1, ControlsScript player2, StageOptions stage)
  
  * usage:  * usage:
Line 49: Line 49:
 } }
  
-public void OnGameBegin(CharacterInfo player1, CharacterInfo player2, StageOptions stage){ +void OnDisable{ 
- Debug.Log(player1.character.characterName + " - " player1.playerNum); +// Make sure to unsubscribe from events 
- Debug.Log(player2.character.characterName + " - " player2.playerNum);+ UFE.OnHit -= this.OnHit; 
 +
 + 
 +void OnDestroy{ 
 +// Make sure to unsubscribe from events 
 + UFE.OnHit -= this.OnHit; 
 +
 + 
 +public void OnGameBegin(ControlsScript player1, ControlsScript player2, StageOptions stage){ 
 + Debug.Log(player1.myInfo.characterName + " - " player1.playerNum); 
 + Debug.Log(player2.myInfo.characterName + " - " player2.playerNum);
  
  UFE.PlayMusic(stage.music);  UFE.PlayMusic(stage.music);
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 Use these to listen to several in-game events. Use these to listen to several in-game events.
  
-<code c#>void OnLifePointsChange(float newLifePointsCharacterInfo player)</code>+<code c#>void OnLifePointsChange(float newFloatControlsScript player)</code>
 > Triggered when the a character's life points change. > Triggered when the a character's life points change.
  
-<code c#>void OnNewAlert(string alertMessageCharacterInfo player)</code>+<code c#>void OnGaugeUpdate(int targetGauge, float newValue, ControlsScript character)</code> 
 +> Triggered when the a character's gauge meter change. 
 + 
 +<code c#>void OnNewAlert(string newStringControlsScript player)</code>
 > Triggered when the game fires a new alert (first hit, combo, round 1, etc.). > Triggered when the game fires a new alert (first hit, combo, round 1, etc.).
  
-<code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter)</code>+<code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, Hit hitInfo, ControlsScript player)</code>
 > Triggered whenever a character gets hit. > Triggered whenever a character gets hit.
  
-<code c#>void OnBlock(HitBox strokeHitBox, MoveInfo move, CharacterInfo blocker)</code>+<code c#>void OnBlock(HitBox strokeHitBox, MoveInfo move, Hit hitInfo, ControlsScript player)</code>
 > Triggered whenever a character blocks. > Triggered whenever a character blocks.
  
-<code c#>void OnParry(HitBox strokeHitBox, MoveInfo move, CharacterInfo blocker)</code>+<code c#>void OnParry(HitBox strokeHitBox, MoveInfo move, Hit hitInfo, ControlsScript player)</code>
 > Triggered whenever a character parries. > Triggered whenever a character parries.
  
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 > Triggered whenever a new move is cast by a character. > Triggered whenever a new move is cast by a character.
  
-<code c#>void OnBasicMove(BasicMoveReference basicMove, CharacterInfo player)</code>+<code c#>void OnBasicMove(BasicMoveReference basicMove, ControlsScript player)</code>
 > Triggered whenever a basic move is cast by a character. > Triggered whenever a basic move is cast by a character.
  
-<code c#>void OnButtonPress(ButtonPress buttonPressCharacterInfo player)</code>+<code c#>void OnButton(ButtonPress buttonControlsScript player)</code>
 > Triggered whenever a button is pressed. > Triggered whenever a button is pressed.
  
-<code c#>void OnButtonPress(ButtonPress buttonPress, CharacterInfo player)</code> +<code c#>void OnBodyVisibilityChange(MoveInfo move, ControlsScript player, BodyPartVisibilityChange bodyPartVisibilityChange, HitBox hitBox)</code>
-> Triggered whenever a button is pressed. +
- +
-<code c#>void OnBodyVisibilityChange(MoveInfo move, CharacterInfo player, BodyPartVisibilityChange bodyPartVisibilityChange, HitBox hitBox)</code>+
 > Triggered whenever [[move:bodypartsvisibilitychanges|Body Parts Visibility Changes]] is casted. > Triggered whenever [[move:bodypartsvisibilitychanges|Body Parts Visibility Changes]] is casted.
  
-<code c#>void OnParticleEffects(MoveInfo move, CharacterInfo player, MoveParticleEffect particleEffects)</code>+<code c#>void OnParticleEffects(MoveInfo move, ControlsScript player, MoveParticleEffect particleEffects)</code>
 > Triggered whenever [[move:particleeffects|Particle Effects]] is casted in a move. > Triggered whenever [[move:particleeffects|Particle Effects]] is casted in a move.
  
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 > Triggered when the round begins. > Triggered when the round begins.
  
-<code c#>void OnGameBegins(CharacterInfo player1, CharacterInfo player2, StageOptions stage)</code>+<code c#>void OnGameBegins(ControlsScript player1, ControlsScript player2, StageOptions stage)</code>
 > Triggered when the game begins. > Triggered when the game begins.
  
-<code c#>void OnGameEnds(CharacterInfo winner, CharacterInfo loser)</code>+<code c#>void OnGameEnds(ControlsScript winner, ControlsScript loser)</code>
 > Triggered when the game ends. Use ''winner.playerNum'' or ''loser.playerNum'' to know which player is which. > Triggered when the game ends. Use ''winner.playerNum'' or ''loser.playerNum'' to know which player is which.
  
-<code c#>void OnTimer(float timer)</code> +<code c#>void OnTimer(Fix64 time)</code> 
-> Triggered whenever the timer ticks and returns the current timer value (float).+> Triggered whenever the timer ticks and returns the current timer value (Fix64).
  
 <code c#>void OnTimeOver()</code> <code c#>void OnTimeOver()</code>
 > Triggered when timer runs out. > Triggered when timer runs out.
 +
 +<code c#>void OnInput(InputReferences[] inputReferences, int player)</code>
 +> Triggered whenever a player presses a button.
  
 ---- ----
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 You can find examples on all these under the following folders: You can find examples on all these under the following folders:
  
-''.\Scripts\UI\Base\'' ([[prices|UFE Source and Bundle]])\\+''.\Core\Scripts\UI\Base\'' ([[prices|UFE Source and Bundle]])\\
 ''.\Scripts\UI\Templates\'' (Any version)\\ ''.\Scripts\UI\Templates\'' (Any version)\\
  
code.1616485621.txt.gz · Last modified: 2021/03/23 03:47 by Mistermind