AddBreakProgressEvent, AddEntityToWorldEvent, BreakEvent, CharEvent, ChatMessageEvent, ChunkSaveEvent, ComponentRenderEvent, ComponentRenderOverlayEvent, ConstructEvent, ContainerOpenEvent, CursorPosEvent, EntityDamageEvent, EntityDeathEvent, EntityInteractEvent, EntityTickEvent, GuiInitEvent, GuiOpenEvent, InitGuiComponentEvent, InteractionEvent, InventoryChangeEvent, ItemInteractEvent, ItemPickupEvent, KeyEvent, LayerActionEvent, LoadAssetsEvent, LoadSettingsEvent, MakeCameraCoordsEvent, MissingTileEvent, MouseEvent, OverlayRenderEvent, PlaceTileEvent, PlayerJoinWorldEvent, PlayerLeaveWorldEvent, PlayerRenderEvent, RegenEvent, ResetMovedPlayerEvent, ScrollEvent, SetBiomeEvent, SetStateEvent, TileDropsEvent, TileEntityTickEvent, TileInteractEvent, TooltipEvent, WorldCreationEvent, WorldGenEvent, WorldLoadEvent, WorldObjectCollisionEvent, WorldRenderEvent, WorldSaveEvent, WorldTickEvent, WorldUnloadEventpublic class Event
extends java.lang.Object
IEventHandler.
Generally speaking, an event class' variables should all be public and either final or non-final, based on if they should be modifyable or not.
As an example of this behavior, the BreakEvent has a final AbstractEntityPlayer parameter, as the player that is breaking a tile should
not be changed. However, the positions and wether or not the breaking
operation was offective are non-final, meaning an event listener is able to
change which position a tile is being broken at and wether or not it should
drop its item.
Keep in mind that, when creating a custom event, you should always query any non-final variables that you pass into the event after firing it to ensure that the outcome of the event actually influences the outcome of your operation.
| Constructor | Description |
|---|---|
Event() |