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- #region Player
- //Gold
- public static ReturnEvent<int, bool> OnRequestCanPurchase = new ReturnEvent<int, bool>();
- public static ReturnEvent<int, bool> OnRequestSpendGold = new ReturnEvent<int, bool>();
- public static ReturnEvent<int> OnRequestGoldAmount = new ReturnEvent<int>();
- public static Event<int> OnGoldUpdated = new Event<int>();
- public static Event<int> OnGoldAdded = new Event<int>();
- public static Event<int> OnGoldSet = new Event<int>();
- //Level
- public static ReturnEvent<(CraftSkill, int), bool> OnRequestHasLevelRequirement = new ReturnEvent<(CraftSkill, int), bool>();
- public static ReturnEvent<CraftSkill, int> OnRequestSkillLevel = new ReturnEvent<CraftSkill, int>();
- #endregion
- #region Actions
- //Action control
- public static Event<PlayerSkillActionUI> OnStartSkillAction = new Event<PlayerSkillActionUI>();
- public static Event<string, float> OnUpdateActionProgress = new Event<string, float>();
- public static ReturnEvent<string, float> OnRequestActionProgress = new ReturnEvent<string, float>();
- //Action Count
- public static Event<int> OnConfirmSkillAction = new Event<int>();
- public static Event<ItemType, bool> OnMaxActionsUpdate = new Event<ItemType, bool>();
- public static ReturnEvent<ItemType, bool> OnRequestMaxActionsHit = new ReturnEvent<ItemType, bool>();
- //Update skill level and exp
- public static Event<CraftSkill, int> OnUpdateSkillLevel = new Event<CraftSkill, int>();
- public static Event<CraftSkill, int, int> OnUpdateSkillExp = new Event<CraftSkill, int, int>();
- public static Event<CraftSkill, int> OnGainActionSkillExp = new Event<CraftSkill, int>();
- //Complete actions
- public static Event<InventoryItem> OnActionComplete = new Event<InventoryItem>();
- public static Event<CraftableItem> OnCraftedItem = new Event<CraftableItem>();
- //Cost checks
- public static ReturnEvent<string, bool> OnRequestCanAffordItem = new ReturnEvent<string, bool>();
- #endregion
- #region Upgrades
- public static ReturnEvent<string, int> OnRequestUpgradeLevel = new ReturnEvent<string, int>();
- public static Event<string, string> OnUpgradePurchased = new Event<string, string>();
- public static Event<SavedUpgrades> OnSetupUpgrades = new Event<SavedUpgrades>();
- public static Event<string, string> OnRequestPurchaseUpgrade = new Event<string, string>();
- //Update UI
- public static Event OnUpdateUpgradeUI = new Event();
- #endregion
- #region Items
- //Add Inventory Items
- public static Event<InventoryItem> AddInventoryItem = new Event<InventoryItem>();
- public static Event<InventoryItem> AddInventoryUIItem = new Event<InventoryItem>();
- public static Event<CraftableItem> AddCraftableItemCost = new Event<CraftableItem>();
- //Remove Inventory Items
- public static Event<int, int> RemoveInventoryItem = new Event<int, int>();
- public static Event<CraftableItem> RemoveCraftableItemCost = new Event<CraftableItem>();
- //Update Inventory Items
- public static Event<int> UpdateItem = new Event<int>();
- public static Event InventoryItemsUpdated = new Event();
- public static Event<int, InventoryItem> SwapInventoryItem = new Event<int, InventoryItem>();
- public static ReturnEvent<int, InventoryItem> RequestInventoryItem = new ReturnEvent<int, InventoryItem>();
- //Sell Inventory Item
- public static Event<int, int> SellInventoryItem = new Event<int, int>(); //Slot Index, Quantity(-1 for all)
- //General Items
- public static ReturnEvent<CraftSkill, List<Item>> RequestAllSkillActionItems = new ReturnEvent<CraftSkill, List<Item>>();
- public static Event ItemsLoaded = new Event();
- //Toolbelt
- public static Event<CraftSkill, int> UpdateToolbeltSlots = new Event<CraftSkill, int>();
- public static ReturnEvent<CraftSkill, int> RequestToolbeltSlots = new ReturnEvent<CraftSkill, int>();
- public static Event<CraftSkill, int, int> EquipToolbeltItem = new Event<CraftSkill, int, int>();
- public static Event<int> EquippedToolbeltItem = new Event<int>();
- public static Event<CraftSkill> AddNewToolbeltSlot = new Event<CraftSkill>();
- #endregion
- #region Inventory
- //Inventory Slots
- public static Event<int> OnUpdateCurrentInventoryStorage = new Event<int>();
- public static Event<int> OnUpdateMaxInventoryStorage = new Event<int>();
- public static Event<bool> OnUpdateIfInventoryIsFull = new Event<bool>();
- public static Event OnRequestInventoryFullUpdate = new Event();
- public static Event OnRequestInventorySort = new Event();
- public static ReturnEvent<string, bool> OnRequestHasAvailableSlots = new ReturnEvent<string, bool>();
- //Temp slots
- public static ReturnEvent<(int, string), int> OnAddTemporaryInventoryCount = new ReturnEvent<(int, string), int>();
- public static Event<int> OnRemoveTemporaryInventoryCount = new Event<int>();
- public static ReturnEvent<bool> OnRequestInventoryFull = new ReturnEvent<bool>();
- #endregion
- #region Prestige
- public static Event<int> OnSetNewCompanionSlot = new Event<int>();
- public static Event OnConfirmPrestige = new Event();
- public static Event OnSkillLoaded = new Event();
- public static Event OnSkillsLoaded = new Event();
- #endregion
- #region Companions
- public static Event<SavedCompanions> OnSetupCompanions = new Event<SavedCompanions>();
- public static Event OnAddCompanionSlot = new Event();
- public static Event<int, Companion> OnUpdateCompanionSlot = new Event<int, Companion>();
- public static Event<int, Companion> OnAddNewCompanion = new Event<int, Companion>();
- public static ReturnEvent<int, Companion> OnRequestCompanion = new ReturnEvent<int, Companion>();
- public static Event<int> OnDisplayCompanionActionSelection = new Event<int>();
- public static Event<CraftSkill> OnDisplayCompanionActions = new Event<CraftSkill>();
- public static Event<int, Item> OnSetCompanionAction = new Event<int, Item>();
- public static Event<Companion[]> OnSetupCompanionUI = new Event<Companion[]>();
- public static Event<int, Companion> OnSetupCompanionUISlot = new Event<int, Companion>();
- #endregion
- #region Achievements
- public static ReturnEvent<(List<Achievement>, List<Achievement>)> OnRequestAvailableAchievements = new ReturnEvent<(List<Achievement>, List<Achievement>)>();
- public static Event OnUpdateAvailableAchievements = new Event();
- public static Event OnSetupAvailableAchievements = new Event();
- public static Event OnRequestAchievementSort = new Event();
- public static Event OnAchievementSelectionCountUpdated = new Event();
- public static Event<string> OnAchievementSelected = new Event<string>();
- public static ReturnEvent<bool> OnCheckAllAchievementsSelected = new ReturnEvent<bool>();
- public static Event<string[]> OnUpdateSelectedAchievements = new Event<string[]>();
- public static Event<string, bool, bool> OnToggleAchievementDisplayCategory = new Event<string, bool, bool>();
- public static Event<string, bool, bool> OnAchievementDisplayCategoryToggled = new Event<string, bool, bool>();
- #endregion
- #region Effects
- public static Event<List<ItemStat>> OnAddItemStatEffect = new Event<List<ItemStat>>();
- public static Event<AchievementEffect> OnAddPrestigeEffect = new Event<AchievementEffect>();
- public static Event<List<ItemStat>> OnRemoveEffects = new Event<List<ItemStat>>();
- public static ReturnEvent<(CraftSkill, EffectType), float> OnRequestSkillEffect = new ReturnEvent<(CraftSkill, EffectType), float>();
- //public static ReturnEvent<EffectType, float> OnRequestEffect = new ReturnEvent<EffectType, float>();
- public static ReturnEvent<string, float> OnRequestEffect = new ReturnEvent<string, float>();
- public static Event<string, float> OnEffectUpdated = new Event<string, float>();
- #endregion
- #region Tooltip
- //Tool tooltip
- public static Event<CraftSkill, int> OnShowToolTooltip = new Event<CraftSkill, int>();
- //Item Tooltips
- public static Event<InventoryItem> OnShowInventoryItemTooltip = new Event<InventoryItem>();
- public static Event OnHideTooltip = new Event();
- //Craftable action Tooltip
- public static Event<ItemBase, bool> OnShowSkillActionTooltip = new Event<ItemBase, bool>();
- public static Event<string> OnShowTooltip = new Event<string>();
- #endregion
- #region Other
- //Skill Sprites
- public static ReturnEvent<CraftSkill, Sprite> OnRequestSkillSprite = new ReturnEvent<CraftSkill, Sprite>();
- public static ReturnEvent<string, Sprite> OnRequestEffectSprite = new ReturnEvent<string, Sprite>();
- #endregion
- #region Save/Load
- //Load Game
- public static Event OnGameLoaded = new Event();
- public static Event<List<InventoryItem>> OnSendItemsList = new Event<List<InventoryItem>>();
- public static Event<CraftSkill, SkillStruct> OnLoadSkill = new Event<CraftSkill, SkillStruct>();
- public static Event<SavedToolbelt> OnSetupToolbelt = new Event<SavedToolbelt>();
- public static Event<List<Effect>, List<Effect>> OnSetupEffects = new Event<List<Effect>, List<Effect>>();
- public static Event<List<string>> OnSetupPrestigeRewards = new Event<List<string>>();
- //Save Game
- public static ReturnEvent<CraftSkill, SkillStruct> OnRequestSkillData = new ReturnEvent<CraftSkill, SkillStruct>();
- public static ReturnEvent<Toolbelt> OnRequestToolbelt = new ReturnEvent<Toolbelt>();
- public static ReturnEvent<List<Effect>> OnRequestAllEffects = new ReturnEvent<List<Effect>>();
- public static ReturnEvent<List<Effect>> OnRequestAllPermanentEffects = new ReturnEvent<List<Effect>>();
- public static ReturnEvent<Companion[]> OnRequestAllCompanions = new ReturnEvent<Companion[]>();
- public static ReturnEvent<List<string>> OnRequestCompletedAchievements = new ReturnEvent<List<string>>();
- //Reset everything
- public static Event OnHardReset = new Event();
- #endregion
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