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110 lines
3.2 KiB
Haxe
110 lines
3.2 KiB
Haxe
package funkin.modding.module;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
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import funkin.modding.events.ScriptEvent.KeyboardInputScriptEvent;
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import funkin.modding.events.ScriptEvent.NoteScriptEvent;
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import funkin.modding.events.ScriptEvent.SongTimeScriptEvent;
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import funkin.modding.events.ScriptEvent.CountdownScriptEvent;
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import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
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import funkin.modding.IScriptedClass.IInputScriptedClass;
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/**
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* A module is a scripted class which receives all events without requiring a specific context.
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* You may have the module active at all times, or only when another script enables it.
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*/
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class Module implements IInputScriptedClass implements IPlayStateScriptedClass
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{
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/**
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* Whether the module is currently active.
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*/
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public var active(default, set):Bool = false;
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function set_active(value:Bool):Bool
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{
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this.active = value;
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return value;
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}
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public var moduleId(default, null):String = 'UNKNOWN';
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/**
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* Determines the order in which modules receive events.
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* You can modify this to change the order in which a given module receives events.
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*
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* Priority 1 is processed before Priority 1000, etc.
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*/
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public var priority(default, set):Int;
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function set_priority(value:Int):Int
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{
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this.priority = value;
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@:privateAccess
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ModuleHandler.reorderModuleCache();
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return value;
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}
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/**
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* Called when the module is initialized.
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* It may not be safe to reference other modules here since they may not be loaded yet.
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*
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* @param startActive Whether to start with the module active.
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* If false, the module will be inactive and must be enabled by another script,
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* such as a stage or another module.
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*/
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public function new(moduleId:String, active:Bool = true, priority:Int = 1000):Void
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{
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this.moduleId = moduleId;
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this.active = active;
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this.priority = priority;
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}
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public function toString()
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{
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return 'Module(' + this.moduleId + ')';
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}
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// TODO: Half of these aren't actually being called!!!!!!!
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public function onScriptEvent(event:ScriptEvent) {}
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public function onCreate(event:ScriptEvent) {}
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public function onDestroy(event:ScriptEvent) {}
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public function onUpdate(event:UpdateScriptEvent) {}
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public function onKeyDown(event:KeyboardInputScriptEvent) {}
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public function onKeyUp(event:KeyboardInputScriptEvent) {}
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public function onPause(event:ScriptEvent) {}
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public function onResume(event:ScriptEvent) {}
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public function onSongStart(event:ScriptEvent) {}
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public function onSongEnd(event:ScriptEvent) {}
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public function onSongReset(event:ScriptEvent) {}
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public function onGameOver(event:ScriptEvent) {}
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public function onGameRetry(event:ScriptEvent) {}
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public function onNoteHit(event:NoteScriptEvent) {}
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public function onNoteMiss(event:NoteScriptEvent) {}
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public function onStepHit(event:SongTimeScriptEvent) {}
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public function onBeatHit(event:SongTimeScriptEvent) {}
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public function onCountdownStart(event:CountdownScriptEvent) {}
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public function onCountdownStep(event:CountdownScriptEvent) {}
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public function onCountdownEnd(event:CountdownScriptEvent) {}
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public function onSongLoaded(eent:SongLoadScriptEvent) {}
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}
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