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Local events

Alexandre 'Kidev' Poumaroux edited this page Apr 25, 2023 · 1 revision

References events, event types and where to find them (anchors to quickly find what you need, and filename on hover for the types)

Game events

Assets.Main events

Assets.Api.CameraApi events

Assets.Api.ClientApi events

Assets.Api.EnvironmentApi events

Assets.Api.HudApi events

Assets.Api.InputApi events

Assets.Api.LobbyApi events

Assets.Api.NetworkApi events

Assets.Api.SelectionApi events

Assets.Api.SfxApi events

Assets.Api.SteamApi events

Assets.Api.UnitApi events

Assets.Api.VfxApi events

Assets.Controllers.GameController events

Assets.Controllers.HudController events

Assets.Engine.Components.ExpirationTimer events

Assets.Engine.Components.ReverseModelFader events

Assets.Features.Backend.CacheCatalogItems events

Assets.Features.Backend.ConsumeItems events

Assets.Features.Backend.Guilds events

Assets.Features.Chat.ChatAutocomplete events

Assets.Features.Chat.ChatHome events

Assets.Features.Chat.ChatInGame events

Assets.Features.Chat.ChatMessageSending events

Assets.Features.Core.MapData events

Assets.Features.Core.ReceiveServerMessages events

Assets.Features.Core.Rendering events

Assets.Features.Core.SyncTime events

Assets.Features.Gameplay.BuffVfx events

Assets.Features.Gameplay.Cheats events

Assets.Features.Gameplay.GameCamera events

Assets.Features.Gameplay.IdleStatusInGame events

Assets.Features.Gameplay.LevelData events

Assets.Features.Gameplay.LoadingScreen events

Assets.Features.Gameplay.SceneManagement events

Assets.Features.Gameplay.UnitAttachments events

Assets.Features.Hud.CardEquips events

Assets.Features.Hud.HudActions events

Assets.Features.Hud.HudArcade events

Assets.Features.Hud.HudAutosend events

Assets.Features.Hud.HudCodex events

Assets.Features.Hud.HudCustomGameRoom events

Assets.Features.Hud.HudDlc events

Assets.Features.Hud.HudFriends events

Assets.Features.Hud.HudGlobals events

Assets.Features.Hud.HudInbox events

Assets.Features.Hud.HudListenForHotkey events

Assets.Features.Hud.HudLogin events

Assets.Features.Hud.HudMainMenu events

Assets.Features.Hud.HudMatchmaking events

Assets.Features.Hud.HudMatchModifiers events

Assets.Features.Hud.HudOpeningsLeaderboard events

Assets.Features.Hud.HudOptions events

Assets.Features.Hud.HudParty events

Assets.Features.Hud.HudPlayerStackrank events

Assets.Features.Hud.HudPopups events

Assets.Features.Hud.HudProfile events

Assets.Features.Hud.HudRecommendedValue events

Assets.Features.Hud.HudResources events

Assets.Features.Hud.HudScreenResolution events

Assets.Features.Hud.HudSession events

Assets.Features.Hud.HudSidebarProfile events

Assets.Features.Hud.HudSingleplayer events

Assets.Features.Hud.HudStore events

Assets.Features.Hud.HudTimedReleaseFeatures events

Assets.Features.Hud.HudTooltips events

Assets.Features.Hud.HudTutorialArrowTexts events

Assets.Features.Hud.HudVfx events

Assets.Features.Hud.MinimapGraphics events

Assets.Features.Hud.PlayerSlotInfo events

Assets.Features.Hud.PrivacyPolicy events

Assets.Features.Hud.Scoreboard events

Assets.Features.Hud.VideoOptions events

Assets.Features.Hud.WaveTimer events

Assets.Features.Lobby.Authentication events

Assets.Features.Lobby.CustomGameRoomUpdates events

Assets.Features.Lobby.DiscordChatUpdates events

Assets.Features.Lobby.PartyUpdates events

Assets.Features.Matchmaking.ConnectToGameServer events

Assets.Features.Matchmaking.MatchmakingLevelRequirements events

Assets.Features.Matchmaking.MatchmakingSearch events

Assets.Features.Matchmaking.MatchmakingUpdates events

Assets.Features.Matchmaking.Reconnecting events

Assets.Features.Matchmaking.SearchForGame events

Assets.Features.Steam.SteamMicrotransactions events

Assets.Features.Steam.SteamP2PChat events

Assets.Features.Steam.SteamRichPresence events

Assets.Services.Game events

Assets.Services.Multiplayer events

Assets.States.Chat.ChatMessageHandler events

Assets.States.Chat.ChatSubscribeHandler events

Assets.States.Chat.GuildChatHandler events

  • OnFinishedFetchingGuildMessagesFirstTime (SimpleEvent)

Assets.States.Chat.IPhotonChatService events

Assets.States.Chat.PartyChatHandler events

  • OnFinishedFetchingPartyMessagesFirstTime (SimpleEvent)

Assets.States.Chat.PhotonChatService events

Assets.States.Components.ApplicationFocusListener events

Assets.States.Objects.Aimer events

Reader.ReaderApi events

  • OnDoneLoadingModules (Action)
  • OnDoneLoadingTriggers (Action)

aag.Natives.Snapshot events

aag.Natives.Api.MapApi events

aag.Natives.Api.PlayerApi events

aag.Natives.Api.SquareApi events

aag.Natives.Api.VisibilityApi events

aag.Natives.Lib.Pool events

aag.Natives.Lib.Collections.ConnectionRouter events

aag.Natives.Lib.Collections.CosmeticBuffs events

aag.Natives.Lib.Collections.Garrison events

aag.Natives.Lib.Collections.Kit events

aag.Natives.Lib.Collections.LifeTimeline events

aag.Natives.Lib.Collections.TrainingQueue events

aag.Natives.Lib.Matchmaking.Common.MatchmakerDriver events

aag.Natives.Lib.Misc.CommandLibrary events

aag.Natives.Lib.Misc.CountdownTimer events

aag.Natives.Lib.Misc.FloorplanReader events

aag.Natives.Lib.Misc.LazyProperty events

aag.Natives.Lib.Misc.ServerTriggerEvents events

aag.Natives.Lib.Misc.TestSuiteApi events

aag.Natives.Lib.Networking.Clients.DarkRiftNetworkServer events

aag.Natives.Lib.Networking.Common.INetworkServer events

aag.Natives.Lib.Properties.AbilityProperties events

aag.Natives.Lib.Properties.PlayerProperties events

aag.Natives.Lib.Properties.UnitProperties events

World events

Event types:

void AbilityForgottenEvent(string abilityType);
void AbilityLearnedEvent(AbilityProperties ability);
void Action<in T>(T obj);
void AimerEvent(Aimer aimer);
void BackgroundMusicEvent(AudioClip[] clips);
void BoolEvent(bool on);
void BuffAddedEvent(BuffProperties buff);
void BuffCreatedEvent(short buff, BuffInfo info);
void BuffDestroyedEvent(short buff, short unit);
void BuffRemovedEvent(string buffType);
void CameraFilterEvent(CameraFilters cameraFilters);
void CameraMovementEvent(CameraMovementType panType, float magnitude);
void CameraRotationEvent(CameraRotationType rotationType);
void CancelSearchForGameEvent(MatchmakingCancellationReason cancellationReason, QueueType requeueType, string debugReason);
void CardUnlockEvent(string itemType);
void ChangeChatRoomEvent(ChatRoomDetails chatRoomDetails);
void ChatMessageEvent(ChatMessageProperties message, ChatRoomDetails channel);
void ChatOutputEvent(string senderPlayFabId, string displayName, string identifierText, string message, bool silent, string mouseoverTooltip);
void ChatPreviewInputEvent(View view, string input, int mode);
void ChatRoomDetailsEvent(ChatRoomDetails chatRoomDetails);
void ChatRoomSubscribersEvent(RefreshChatRoomSubscribersMessage m);
void ChatUserUnsubscribedEvent(string playFabid, bool sendSystemMessage);
void ClientNotificationEvent(string header, string content, float duration, Dictionary<string, string> customStyle, Dictionary<string, string> customHeaderStyle, NotificationType notificationType);
void ConsumeItemEvent(string playFabId, string itemType);
void DiscordChatMessageEvent(DiscordChatMessage chatMessage, bool isWebhook);
void DiscordChatMessagesEvent(List<DiscordChatMessage> chatMessages);
void EffectAttachedEvent(Unit unitState, AttachmentPoint ap, string effectType, float duration);
void EffectCreatedEvent(short effect, SpecialEffectInfo info);
void EffectEvent(short effect);
void EnableFullScreenEffectEvent(FullScreenEffectType fset, bool enabled);
void FloatEvent(float value);
void FloatingTextCreatedEvent(short floatingText, FloatingTextInfo info);
void ForceActivateUnitEvent(short unit, bool instant, long tick, bool newUnit);
void ForceSyncUnitEvent(ForceSyncUnitMessage unitData);
void GameServerReadyEvent(GameServerReadyMessage m);
void GameServerWelcomeEvent(GameServerWelcomeMessage gameServerWelcome, ushort serverConnectionId);
void GameTextMessageEvent(string header, string content, float duration, string image);
void GarrisonStockEvent(short unit, string unitType, int count);
List<string> GetChatSubscribersEvent(string channelName);
List<string> GetRecentlyWhisperedEvent();
void GlobalSoundEvent(AudioClip clip);
void GroundClickEvent(MouseButtonType clickType, Vector3 worldPosition);
void HeaderContentEvent(string header, string content);
void HighPriorityPointSoundEvent(short sfx, AudioClip clip, Point point);
void HotkeyBindingEvent(InputApi.Shortcut shortcut, ActionType actionType);
void HudPropertyRefreshEvent(HudProperty propertyType, int value);
void HudSectionEvent(HudSection section);
void HudShortcutEvent(HudShortcut shortcut);
void HudShortcutSetEvent(HudShortcut shortcut, short unit);
void HudSourceChangedEvent(HudSection section, short previousUnit, short unit);
void InGameChatMessageEvent(string message, bool allChat);
void InspectAngleEvent(string name, Func<Arrow> getRay, Rgb color);
void InspectLineEvent(string name, Func<Line> getLine, Rgb color);
void InspectPositionEvent(string name, Func<Vector3> getPosition, Func<string> getValue, Func<Rgb> color);
void InspectPropertyEvent(string name, Func<string> getPropertyValue);
void InspectRectEvent(string name, Func<Rectangle> getRect, Rgb color);
void IntEvent(int value);
void IntPropertyChanged(int old, int value);
void InventoryEvent(List<ItemInstance> inventory);
void LeaveMatchmakingQueueEvent(string partyOwner, BotDifficulty difficulty);
void LoadingScreenSubtaskEvent(string taskName, float progress);
void LobbyConnectionEvent(string ip, int port, string serverId);
void LongEvent(long value);
void LongPropertyChanged(long old, long value);
void MatchModifierEvent(MatchModifier matchModifier);
void MatchModifiersEvent(List<MatchModifier> matchModifiers);
void MatchmadeGameRequestedEvent(QueueType queueType, float estimatedTime, string ticketId, bool isTicketCreator);
void MatchmakingCanceledEvent(MatchmakingRequestCanceledMessage message);
void MatchmakingFinishedEvent(MatchmakingFinishedType finishedType);
void MatchmakingForbiddenEvent(string playFabId, MatchmakingForbiddenMessage message);
void MatchmakingMatchCanceledEvent(MatchmakingSearchParameters search, GetMatchmakingTicketResult result);
void MatchmakingMatchErrorEvent(MatchmakingSearchParameters search, PlayFabError error);
void MatchmakingMatchEvent(Match match);
void MatchmakingMatchFoundDetailsEvent(MatchmakingSearchParameters search, string matchId, string queueName);
void MatchmakingMatchFoundEvent(MatchmakingSearchParameters search, GetMatchmakingTicketResult result);
void MatchmakingMatchHeartbeatEvent(MatchmakingSearchParameters search, GetMatchmakingTicketResult result);
void MatchmakingMatchServerFoundEvent(MatchmakingSearchParameters search, GetMatchResult result);
void MatchmakingServerDetailsFoundEvent(string ip, int port);
void MatchmakingStartedEvent(MatchmakingSearchParameters search);
void MicrotransactionPaymentEvent(PaymentProcessor paymentProcessor, string orderId, bool authorized);
void MissileCreatedEvent(short missile, MissileInfo info);
void MissileDestroyedEvent(short missile);
void ModelCreatedEvent(Unit unitState, GameObject model, string unitType);
void ModelDestroyedEvent(Unit unitState);
void MonumentAssignmentEvent(string itemType, List<int> monumentSlots);
void NetworkConnectionEvent(ushort connectionId, string ip, string port);
void NetworkDataMeasurement(ushort sender, ushort subject, long size);
void OnOkPopupWithCallbackEvent(string header, string description, Action action);
void PartyMemberMatchFoundEvent(string matchId, string queueName);
void PartyMembersEvent(List<string> playFabIds);
void PartyMembersUpdateEvent(List<string> playFabIds, bool autoJoin, PartyOperationType operationType);
void PhotonMultiMessageEvent(string channelName, string[] senderPlayFabIds, object[] messages);
void PhotonSubscribeEvent(string channelName);
void PhotonUnubscribeEvent(string channelName);
void PlayerBuildUnitEvent(ushort player, string unitType, Point point, AngleValue facing);
void PlayerChatMessageEvent(ushort player, ChatMessage message);
void PlayerEvent(ushort player);
void PlayerGameChatMessageEvent(ushort player, ChatMessage message, bool voluntary);
void PlayerPingChooserEvent(bool enabled, Point point, bool mini);
void PlayerPingEvent(ushort player, PingType pingType, Point point);
void PlayerResearchEvent(ushort player, string researchType, int level, bool forced);
void PlayerTextEvent(ushort player, string text);
void PlayerUnitConstructionEvent(ushort player, short unit, Point point);
void PlayerUnitProductionEvent(ushort player, short unit, string unitType);
void PlayerUnitResearchEvent(ushort player, short unit, string researchType);
void PlayerUnitUpgradeEvent(ushort player, short unit, string unitType, string sourceUnitType);
void PointEvent(Point point);
void PointPropertyChanged(Point old, Point value);
void PointSoundEvent(short sfx, AudioClip clip, Point point, int priority, short sourceUnit);
void PostGameBuildsPopertiesEvent(PostGameBuildsProperties properties);
void PostGameGraphsPropertiesEvent(PostGameGraphsProperties properties);
void PostGameStatsPropertiesEvent(PostGameStatsProperties properties);
void PostGameWavesPropertiesEvent(List<PostGameWaveProperties> properties);
void PreplacedUnitEvent(FloorplanUnitDataObject dataObject);
void QuaternionEvent(Quaternion rotation);
void ReadyForMatchmakingV2Event(QueueType queueType);
void ReceiveSteamWhisperEvent(ChatMessageProperties message, string playFabId);
void RefreshActionsEvent(HudSection section, short unit, List<string> buildableUnitTypes, List<string> upgradableUnitTypes, List<string> sellableUnitTypes, List<string> trainableUnitTypes, List<string> learnableResearchTypes, IList<AbilityProperties> abilities);
void RefreshCustomGameRoomsEvent(List<CustomGameRoomProperties> rooms);
void RefreshLoadingStickerExtrasEvent(RefreshLoadingStickerExtrasMessage m);
void RefreshMinimapStatsEvent(float workers, int income, int value);
void RefreshProfileEvent(string playFabId, bool forceRefresh);
void RefreshScoreboardEvent(ushort player, string value);
void RefreshStickerEvent(LoadingStickerProperties loadingStickerProperties);
void RefreshStickerLoadingProgressEvent(ushort player, float progress);
void RenderChatRoomChatMessageEvent(ChatRoomChatMessage m, string displayName, bool silent);
void RendererEvent(Renderer r);
void ResearchTypeRequirementFailedEvent(string researchType, ActionRequirement requirement, string parameter);
void ScoreboardBottomBoxEvent(ushort player, int index);
void ScoreboardBottomBoxValueEvent(ushort player, int index, string value);
void ScoreboardDataChangedEvent(bool liteRefreshOnly);
void ScoreboardGridEvent(ushort player, int x, int y);
void ScoreboardGridIdValueEvent(ushort player, int x, int y, short unitId, string unitType);
void ScoreboardGridValueEvent(ushort player, int x, int y, string value);
void ScreenClickEvent(MouseButtonType clickType, Vector3 screenPosition);
void SearchForGameEvent(QueueType mode, SearchForGameSource source);
void SendChatWhisperEvent(string displayName, string message, bool isSystemMessage);
void SendInGameChatMessageEvent(string message, bool allChat, ChatMessageType messageType, bool involuntary);
void SetOptionEnabledEvent(string field, bool enabled);
void SetOptionValueEvent(string field, string value);
void SetRichPresenceEvent(string key, string value);
void SetWaveTimerTickEvent(long endTick, bool isPaused);
void ShadowQualityEvent(ShadowQuality lightShadow);
void SimpleEvent();
void SoundLayerVolumeEvent(SoundLayer soundLayer, float volume);
void SpecialThemeEvent(AudioClip[] clips, float fadeInTime);
void SteamIdEvent(ulong value);
void SystemChatMessageEvent(string message, string channelName);
void TextBoolEvent(string text, bool flag);
void TextEvent(string text);
void TileCostUpdatedEvent(IntVector2 xy, byte old, byte value);
void ToggleEvent(bool on);
void TutorialArrowTextEvent(ArrowTextProperties properties, CreateTutorialArrowTextMessage message);
void UISoundEvent(string sfxPath, bool announcer);
void UnitAnimationEvent(short unit, AnimationType animType);
void UnitBehaviorChanged(BehaviorState old, BehaviorState value);
void UnitBoolEvent(short unit, bool value);
void UnitConstructionEvent(short unit, Point point, string unitType, ushort player);
void UnitDamagedEvent(short triggeringUnit, Damage damage);
void UnitDamagedExtendedEvent(short triggeringUnit, Damage actualDamage, Damage damageBeforeReduction);
bool UnitEvasionEvent(short unit, Damage actualDamage, Damage damageBeforeReduction);
void UnitEvent(short unit);
void UnitFloatEvent(short unit, float value);
void UnitKilledBountyEvent(short unit, short killer, int bounty, ushort bountyReceiver);
void UnitListOrderEvent(List<short> units, OrderStrings order);
void UnitModelCreatedEvent(short unit, GameObject go);
void UnitOrderEvent(short unit, OrderStrings order);
void UnitPetEvent(short unit, short pet);
void UnitProductionEvent(short unit, string unitType);
void UnitPropertiesLoadedEvent(string unitType, bool isBuilding);
void UnitSetPositionEvent(short unit, Point old, Point value);
void UnitSoundEvent(AudioClip clip, short unit);
void UnitStateEvent(Unit unitState, string unitType);
void UnitTextEvent(short unit, string text);
void UnitTimeEvent(short unit, long tick);
void UnitTypeRequirementFailedEvent(string unitType, ActionRequirement requirement, string parameter);
void UnitWhatSoundEvent(short unit, string unitType);
void UpdateSlotStatusDetailsEvent(ushort player, string status, string displayName, string avatar, int profileLevel, int rating);
void UpdateSlotStatusEvent(ushort player, string status);
void UserEvent(string playFabId);
void Vector2Event(Vector2 pos);
void Vector3Event(Vector3 pos);
void ViewEvent(View view);
void VisibilityEvent(ushort player, VisibilityShape rect);
void WallUpdatedEvent(IntVector2 xy);
void WaveTimerEvent(float time, float maxTime, string image, string text, string subText, string doneText, string doneSubText);
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