Interface IWukongEventApi
Namespace: WukongMp.Sdk.Api
Assembly: WukongMp.Sdk.dll
Provides events related to gameplay, player actions, and multiplayer interactions in Wukong Multiplayer.
public interface IWukongEventApi
OnBeginPlayGameplayLevel
Fired when the player enters a gameplay level.
event Action? OnBeginPlayGameplayLevel
Event Type
OnConnected
Fired when any player connects to the server.
event Action<PlayerId>? OnConnected
Event Type
OnDisconnected
Fired when any player disconnects from the server, either voluntarily or involuntarily.
event Action<PlayerId, DisconnectReason>? OnDisconnected
Event Type
Action<PlayerId, DisconnectReason>?
OnEndPlayGameplayLevel
Fired when the player leaves a gameplay level, either by exiting to the main menu or by loading another level.
event Action? OnEndPlayGameplayLevel
Event Type
OnExitLevel
Fired when the player exits a level, either by exiting to the main menu or by loading another level.
event Action? OnExitLevel
Event Type
OnJoinedArea
Fired when the player enters an area.
event Action<AreaId>? OnJoinedArea
Event Type
OnLeftArea
Fired when the player leaves an area.
event Action<AreaId>? OnLeftArea
Event Type
OnLevelLoaded
Fired when a gameplay level is loaded, but before the loading screen is closed. This is a good event to use for initializing custom widgets, so that they are ready to be shown as soon as the loading screen is closed.
event Action? OnLevelLoaded
Event Type
OnLoadingScreenClose
Fired when the loading screen is closed after loading a gameplay level.
event Action? OnLoadingScreenClose
Event Type
OnLocalPlayerBeforeRebirth
Fired when the local player's character is about to rebirth. This is fired before the rebirth actually happens, so the player's character will still be dead at this point.
event Action? OnLocalPlayerBeforeRebirth
Event Type
OnMainCharacterEntityInitialized
Fired when the player's main character ECS entity is initialized and ready. This is fired before OnPlayerPawnSpawned, so it can be used to set up things that need to be ready before the pawn is spawned.
event Action<ReadyMainCharacter>? OnMainCharacterEntityInitialized
Event Type
OnMonsterDead
Fired when any monster dies. The first parameter is the monster that died, and the second parameter is the entity that killed it (if applicable).
event Action<ReadyTamer, ReadyCharacter?>? OnMonsterDead
Event Type
Action<ReadyTamer, ReadyCharacter?>?
OnOtherPlayerInsideArea
Fired when another player enters the same area as the local player.
event Action<PlayerId, AreaId>? OnOtherPlayerInsideArea
Event Type
OnOtherPlayerOutsideArea
Fired when another player leaves the area that the local player is in.
event Action<PlayerId, AreaId>? OnOtherPlayerOutsideArea
Event Type
OnPlayerChangedTeam
Fired when the player changes team, either by rebirthing or by joining a game in progress.
event Action<ReadyMainCharacter>? OnPlayerChangedTeam
Event Type
OnPlayerDead
Fired when any player dies. The first parameter is the player character that died, and the second parameter is the entity that killed them (if applicable).
event Action<ReadyMainCharacter, ReadyCharacter?>? OnPlayerDead
Event Type
Action<ReadyMainCharacter, ReadyCharacter?>?
OnPlayerPawnSpawned
Fired when the player's pawn (the in-game character they control) is spawned. This can happen when you enter a new area, or when another player connects to the game and their pawn is spawned for you.
event Action<ReadyMainCharacter>? OnPlayerPawnSpawned