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Callback

Module used to handle callbacks. Investigate details about the callback mechanism and the list of pre-defined callbacks.

Index

Type Aliases

InferCallbackFunction

InferCallbackFunction<T>: T extends [infer A1, infer A2, infer A3, infer A4, infer A5, infer A6, infer A7, infer A8, infer A9, infer A10, ...unknown[]] ? [A1, A2, A3, A4, A5, A6, A7, A8, A9, A10] : T

Type parameters

  • T: unknown[]

Functions

addCallback

  • addCallback(name: string, func: Function, priority?: number): void
  • addCallback(name: DimensionLoaded, func: DimensionLoadedFunction, priority?: number): void
  • addCallback(name: DimensionUnloaded, func: DimensionUnloadedFunction, priority?: number): void
  • addCallback(name: LocalPlayerChangedDimension, func: PlayerChangedDimensionFunction, priority?: number): void
  • addCallback(name: PlayerChangedDimension, func: PlayerChangedDimensionFunction, priority?: number): void
  • addCallback(name: CustomDimensionTransfer, func: CustomDimensionTransferFunction, priority?: number): void
  • addCallback(name: tick, func: () => void, priority?: number): void
  • addCallback(name: LocalTick, func: () => void, priority?: number): void
  • addCallback(name: LocalPlayerTick, func: PlayerTickFunction, priority?: number): void
  • addCallback(name: ServerPlayerTick, func: PlayerTickFunction, priority?: number): void
  • addCallback(name: ItemUse, func: LegacyItemUseFunction, priority?: number): void
  • addCallback(name: ItemUseLocalServer, func: LegacyItemUseFunction, priority?: number): void
  • addCallback(name: ItemUseServer, func: ItemUseFunction, priority?: number): void
  • addCallback(name: ItemUseLocal, func: ItemUseFunction, priority?: number): void
  • addCallback(name: ItemUseNoTarget, func: ItemUseNoTargetFunction, priority?: number): void
  • addCallback(name: ItemUsingReleased, func: ItemUsingReleasedFunction, priority?: number): void
  • addCallback(name: ItemUsingComplete, func: ItemUsingCompleteFunction, priority?: number): void
  • addCallback(name: ItemDispensed, func: ItemDispensedFunction, priority?: number): void
  • addCallback(name: ItemIconOverride, func: ItemIconOverrideFunction, priority?: number): void
  • addCallback(name: ItemNameOverride, func: ItemNameOverrideFunction, priority?: number): void
  • addCallback(name: DestroyBlock, func: DestroyBlockFunction, priority?: number): void
  • addCallback(name: DestroyBlockStart, func: DestroyBlockFunction, priority?: number): void
  • addCallback(name: DestroyBlockContinue, func: DestroyBlockContinueFunction, priority?: number): void
  • addCallback(name: BuildBlock, func: BuildBlockFunction, priority?: number): void
  • addCallback(name: BlockChanged, func: BlockChangedFunction, priority?: number): void
  • addCallback(name: BreakBlock, func: BreakBlockFunction, priority?: number): void
  • addCallback(name: RedstoneSignal, func: RedstoneSignalFunction, priority?: number): void
  • addCallback(name: BlockEventEntityInside, func: EntityInsideFunction, priority?: number): void
  • addCallback(name: BlockEventEntityStepOn, func: EntityStepOnFunction, priority?: number): void
  • addCallback(name: BlockEventNeighbourChange, func: NeighbourChangeFunction, priority?: number): void
  • addCallback(name: PopBlockResources, func: PopBlockResourcesFunction, priority?: number): void
  • addCallback(name: Explosion, func: ExplosionFunction, priority?: number): void
  • addCallback(name: CustomBlockTessellation, func: CustomBlockTessellationFunction, priority?: number): void
  • addCallback(name: FoodEaten, func: FoodEatenFunction, priority?: number): void
  • addCallback(name: LocalPlayerEat, func: PlayerEatFunction, priority?: number): void
  • addCallback(name: ServerPlayerEat, func: PlayerEatFunction, priority?: number): void
  • addCallback(name: EntityAdded, func: EntityFunction, priority?: number): void
  • addCallback(name: EntityRemoved, func: EntityFunction, priority?: number): void
  • addCallback(name: EntityAddedLocal, func: EntityFunction, priority?: number): void
  • addCallback(name: EntityRemovedLocal, func: EntityFunction, priority?: number): void
  • addCallback(name: PlayerAttack, func: PlayerAttackFunction, priority?: number): void
  • addCallback(name: EntityHurt, func: EntityHurtFunction, priority?: number): void
  • addCallback(name: EntityDeath, func: EntityDeathFunction, priority?: number): void
  • addCallback(name: EntityInteract, func: EntityInteractFunction, priority?: number): void
  • addCallback(name: EntityPickUpDrop, func: EntityPickUpDropFunction, priority?: number): void
  • addCallback(name: ExpAdd, func: ExpAddFunction, priority?: number): void
  • addCallback(name: ExpLevelAdd, func: ExpLevelAddFunction, priority?: number): void
  • addCallback(name: ExpOrbsSpawned, func: ExpOrbsSpawnedFunction, priority?: number): void
  • addCallback(name: ProjectileHit, func: ProjectileHitFunction, priority?: number): void
  • addCallback(name: ChunkLoadingStateChanged, func: ChunkStateChangedFunction, priority?: number): void
  • addCallback(name: LocalChunkLoadingStateChanged, func: ChunkStateChangedFunction, priority?: number): void
  • addCallback(name: LocalChunkLoaded, func: DimensionChunkFunction, priority?: number): void
  • addCallback(name: ChunkLoaded, func: DimensionChunkFunction, priority?: number): void
  • addCallback(name: LocalChunkDiscarded, func: DimensionChunkFunction, priority?: number): void
  • addCallback(name: ChunkDiscarded, func: DimensionChunkFunction, priority?: number): void
  • addCallback(name: GenerateChunk, func: GenerateChunkFunction, priority?: number): void
  • addCallback(name: GenerateChunkUnderground, func: GenerateChunkFunction, priority?: number): void
  • addCallback(name: GenerateNetherChunk, func: GenerateChunkFunction, priority?: number): void
  • addCallback(name: GenerateEndChunk, func: GenerateChunkFunction, priority?: number): void
  • addCallback(name: GenerateChunkUniversal, func: GenerateChunkFunction, priority?: number): void
  • addCallback(name: GenerateCustomDimensionChunk, func: GenerateCustomDimensionChunkFunction, priority?: number): void
  • addCallback(name: GenerateBiomeMap, func: GenerateChunkFunction, priority?: number): void
  • addCallback(name: PreProcessChunk, func: GenerateChunkFunction, priority?: number): void
  • addCallback(name: PostProcessChunk, func: GenerateChunkFunction, priority?: number): void
  • addCallback(name: EnchantPostAttack, func: DamageCallback, priority?: number): void
  • addCallback(name: EnchantGetProtectionBonus, func: ProtectionBonusProvider, priority?: number): void
  • addCallback(name: EnchantGetDamageBonus, func: AttackDamageBonusProvider, priority?: number): void
  • addCallback(name: EnchantPostHurt, func: DamageCallback, priority?: number): void
  • addCallback(name: NativeCommand, func: NativeCommandFunction, priority?: number): void
  • addCallback(name: CraftRecipePreProvided, func: CraftRecipePreProvidedFunction, priority?: number): void
  • addCallback(name: CraftRecipeProvidedFunction, func: CraftRecipeProvidedFunction, priority?: number): void
  • addCallback(name: VanillaWorkbenchCraft, func: VanillaWorkbenchCraftFunction, priority?: number): void
  • addCallback(name: VanillaWorkbenchPostCraft, func: VanillaWorkbenchCraftFunction, priority?: number): void
  • addCallback(name: VanillaWorkbenchRecipeSelected, func: VanillaWorkbenchRecipeSelectedFunction, priority?: number): void
  • addCallback(name: TileEntityAdded, func: TileEntityAddedFunction, priority?: number): void
  • addCallback(name: TileEntityRemoved, func: TileEntityRemovedFunction, priority?: number): void
  • addCallback(name: ContainerClosed, func: ContainerClosedFunction, priority?: number): void
  • addCallback(name: ContainerOpened, func: ContainerOpenedFunction, priority?: number): void
  • addCallback(name: NativeGuiChanged, func: NativeGuiChangedFunction, priority?: number): void
  • addCallback(name: CustomWindowOpened, func: CustomWindowFunction, priority?: number): void
  • addCallback(name: CustomWindowClosed, func: CustomWindowFunction, priority?: number): void
  • addCallback(name: AddRuntimePacks, func: () => void, priority?: number): void
  • addCallback(name: PreBlocksDefined, func: () => void, priority?: number): void
  • addCallback(name: BlocksDefined, func: () => void, priority?: number): void
  • addCallback(name: CoreConfigured, func: CoreConfiguredFunction, priority?: number): void
  • addCallback(name: PreLoaded, func: () => void, priority?: number): void
  • addCallback(name: APILoaded, func: () => void, priority?: number): void
  • addCallback(name: ModsLoaded, func: () => void, priority?: number): void
  • addCallback(name: PostLoaded, func: () => void, priority?: number): void
  • addCallback(name: OptionsChanged, func: () => void, priority?: number): void
  • addCallback(name: LevelSelected, func: LevelSelectedFunction, priority?: number): void
  • addCallback(name: ConnectingToHost, func: ConnectingToHostFunction, priority?: number): void
  • addCallback(name: LevelCreated, func: () => void, priority?: number): void
  • addCallback(name: LevelPreLoaded, func: LevelLoadedFunction, priority?: number): void
  • addCallback(name: LevelLoaded, func: LevelLoadedFunction, priority?: number): void
  • addCallback(name: LocalLevelLoaded, func: () => void, priority?: number): void
  • addCallback(name: LocalPlayerLoaded, func: PlayerFunction, priority?: number): void
  • addCallback(name: RemoteLevelLoaded, func: () => void, priority?: number): void
  • addCallback(name: RemoteLevelPreLoaded, func: () => void, priority?: number): void
  • addCallback(name: ServerLevelLoaded, func: () => void, priority?: number): void
  • addCallback(name: ServerLevelPreLoaded, func: () => void, priority?: number): void
  • addCallback(name: ServerPlayerLoaded, func: PlayerFunction, priority?: number): void
  • addCallback(name: LevelDisplayed, func: () => void, priority?: number): void
  • addCallback(name: ReadSaves, func: SavesFunction, priority?: number): void
  • addCallback(name: WriteSaves, func: SavesFunction, priority?: number): void
  • addCallback(name: SystemKeyEventDispatched, func: SystemKeyEventDispatchedFunction, priority?: number): void
  • addCallback(name: NavigationBackPressed, func: () => void, priority?: number): void
  • addCallback(name: GameLeft, func: () => void, priority?: number): void
  • addCallback(name: LevelPreLeft, func: () => void, priority?: number): void
  • addCallback(name: LevelLeft, func: () => void, priority?: number): void
  • addCallback(name: LocalLevelPreLeft, func: () => void, priority?: number): void
  • addCallback(name: LocalLevelLeft, func: () => void, priority?: number): void
  • addCallback(name: ServerLevelPreLeft, func: () => void, priority?: number): void
  • addCallback(name: ServerLevelLeft, func: () => void, priority?: number): void
  • addCallback(name: ServerPlayerLeft, func: PlayerFunction, priority?: number): void
  • addCallback(name: AppSuspended, func: () => void, priority?: number): void
  • Adds callback function for the specified callback name. Most of native events can be prevented using Game.prevent call.


    Parameters

    • name: string

      callback name, should be one of the pre-defined or a custom name if invoked via Callback.invokeCallback

    • func: Function

      function to be called when an event occurs

    • optionalpriority: number

      the more this value is, the earlier your callback handler will be called when an event occurs

    Returns void

invokeCallback

  • invokeCallback(name: string, o1?: any, o2?: any, o3?: any, o4?: any, o5?: any, o6?: any, o7?: any, o8?: any, o9?: any, o10?: any): void
  • invokeCallback<T>(name: string, ...args: InferCallbackFunction<Parameters<T>>): void
  • Invokes callback with any name and up to 10 additional parameters. You should not generally call pre-defined callbacks until you really need to do so. If you want to trigger some event in your mod, use your own callback names.

    That feature is obsolete

    Avoid untyped callbacks, use generic function to pass argument types and more convenient calls.


    Parameters

    • name: string

      callback name

    • optionalo1: any
    • optionalo2: any
    • optionalo3: any
    • optionalo4: any
    • optionalo5: any
    • optionalo6: any
    • optionalo7: any
    • optionalo8: any
    • optionalo9: any
    • optionalo10: any

    Returns void