CryEngine.ICryEnginePlugin

CryEngine.ICryEnginePlugin

Represents the entry point of a C# CRYENGINE plug-in Only one type per assembly may implement this An instance will be created shortly after the assembly has been loaded. More...

Public Member Functions

virtual void Initialize ()
Called immediately after the plug-in was loaded to initialize it More...
virtual void Shutdown ()
Called when plug-in is being unloaded, usually at shutdown More...
virtual void OnLevelLoaded ()
Called after a level has been loaded More...
virtual void OnGameStart ()
Called after the level has been loaded and gameplay can start More...
virtual void OnGameStop ()
Called on level unload or when gameplay stops More...
virtual void OnClientConnectionReceived (int channelId)
Sent when a new client connects to the server This can be used to create entities for each player, or to keep references of them in game code. More...
virtual void OnClientReadyForGameplay (int channelId)
Sent to the server after a successful client connection when they are ready for gameplay to start. More...
virtual void OnClientDisconnected (int channelId)
Sent when a client disconnects from the server More...

Detailed Description

Represents the entry point of a C# CRYENGINE plug-in Only one type per assembly may implement this An instance will be created shortly after the assembly has been loaded.

Member Function Documentation

◆ Initialize()

virtual void CryEngine.ICryEnginePlugin.Initialize ( )
inline
virtual

Called immediately after the plug-in was loaded to initialize it

◆ OnClientConnectionReceived()

virtual void CryEngine.ICryEnginePlugin.OnClientConnectionReceived ( int channelId)
inline
virtual

Sent when a new client connects to the server This can be used to create entities for each player, or to keep references of them in game code.

Parameters
channelIdIdentifier for the network channel between the server and this client

◆ OnClientDisconnected()

virtual void CryEngine.ICryEnginePlugin.OnClientDisconnected ( int channelId)
inline
virtual

Sent when a client disconnects from the server

Parameters
channelId

◆ OnClientReadyForGameplay()

virtual void CryEngine.ICryEnginePlugin.OnClientReadyForGameplay ( int channelId)
inline
virtual

Sent to the server after a successful client connection when they are ready for gameplay to start.

Parameters
channelId

◆ OnGameStart()

virtual void CryEngine.ICryEnginePlugin.OnGameStart ( )
inline
virtual

Called after the level has been loaded and gameplay can start

◆ OnGameStop()

virtual void CryEngine.ICryEnginePlugin.OnGameStop ( )
inline
virtual

Called on level unload or when gameplay stops

◆ OnLevelLoaded()

virtual void CryEngine.ICryEnginePlugin.OnLevelLoaded ( )
inline
virtual

Called after a level has been loaded

◆ Shutdown()

virtual void CryEngine.ICryEnginePlugin.Shutdown ( )
inline
virtual

Called when plug-in is being unloaded, usually at shutdown