Class Event

java.lang.Object
de.ellpeck.rockbottom.api.event.Event
Direct Known Subclasses:
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, PlayerStatsEvent, RecipeLearnEvent, RegenEvent, ResetMovedPlayerEvent, ScrollEvent, SetBiomeEvent, SetStateEvent, TileDropsEvent, TileEntityTickEvent, TileInteractEvent, TooltipEvent, WorldCreationEvent, WorldGenEvent, WorldLoadEvent, WorldObjectCollisionEvent, WorldRenderEvent, WorldSaveEvent, WorldTickEvent, WorldUnloadEvent

public class Event extends Object
This is the basic class for any kind of event that can be handled and fired using the IEventHandler.

Generally speaking, an event class' variables should all be public and either final or non-final, based on if they should be modifiable or not.

As an example of this behavior, the BreakEvent has a final AbstractPlayerEntity parameter, as the player that is breaking a tile should not be changed. However, the positions and whether or not the breaking operation was effective are non-final, meaning an event listener is able to change which position a tile is being broken at and whether 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 Details

    • Event

      public Event()