- Code: Select all
Player.Joined += (object sender, PlayerEventArgs e) => {};
Player.Disconnected += (object sender, PlayerEventArgs e) => {};
, where object sender is always null and PlayerEventArgs e contains Player object that represents a player that has just joined, or just left.
Event Joined is triggered after a player fully joins the server that includes reading a database and a map loading.
Event Disconnected is triggered after a player was disconnected and their info was saved to a database.
Simple examples:
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Player.Joined += (object sender, PlayerEventArgs e) =>
{
Player.SendMessage(e.Player, "Here's a message that is showed to a player that joins a server.");
};
Player.Disconnected += (object sender, PlayerEventArgs e) =>
{
// If a player disconnects, log their time online.
Server.s.Log("A player named " + e.Player.name + " has just left after playing " +
(int)DateTime.Now.Subtract(e.Player.timeLogged).TotalMinutes + " minutes.", false);
};
To implement these events listeners follow the same pattern that is used in a chat filter example.