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EventBus

Kanisuko edited this page May 23, 2026 · 4 revisions

EventBus

Namespace:​ ScavLib.event_bus

A lightweight, attribute-based event bus for decoupled communication between mod systems. Listeners declare interest in an event type by marking a method with [Subscribe] and registering the containing object with EventBus.Register().


Basic Usage

1. Register your listener

Call EventBus.Register(this) in your plugin's Awake():

private void Awake()
{
    EventBus.Register(this);
}

2. Subscribe to events

Mark any method with [Subscribe]. The method must be non-static and have exactly one parameter that inherits from BusEvent:

[Subscribe]
private void OnWorldLoaded(WorldLoadedEvent e)
{
    GameUtil.Log("World is ready.");
}

[Subscribe]
private void OnItemPickedUp(ItemPickedUpEvent e)
{
    GameUtil.Log($"Picked up {e.ItemId} in slot {e.Slot}");
}

3. Unregister when done

If your listener object is destroyed before the game exits, unregister it to avoid stale references:

private void OnDestroy()
{
    EventBus.Unregister(this);
}

Pre-defined Game Events

These events are triggered automatically by ScavLib's internal Harmony patches. No manual patching is required in your mod.

WorldLoadedEvent

Fired once after ConsoleScript.Start() completes, at which point the game world is fully initialized and PlayerCamera.main / Body are safe to access.

[Subscribe]
private void OnWorldLoaded(WorldLoadedEvent e)
{
    // Safe to use PlayerUtil, SkillUtil, ItemUtil here.
}

Always use this event as your entry point for any logic that requires the player to exist. Do not access Body in Awake().


ItemPickedUpEvent

Fired after an item is successfully placed into a player inventory slot.

Property Type Description
Item Item The item that was picked up.
Slot int The inventory slot index it was placed into.
Body Body The Body that performed the pickup.
ItemId string Convenience shortcut for Item.id.
Timestamp float Time.realtimeSinceStartup at event creation (inherited from BusEvent).
[Subscribe]
private void OnItemPickedUp(ItemPickedUpEvent e)
{
    if (e.ItemId == "bandage")
        GameUtil.Log("Picked up a bandage.");
}

ItemDroppedEvent

Fired after an item is removed from the player's inventory and dropped into the world. The item GameObject still exists at this point.

Property Type Description
Item Item The item that was dropped.
Slot int The slot it was removed from.
Body Body The Body that dropped the item.
ItemId string Convenience shortcut for Item.id.
[Subscribe]
private void OnItemDropped(ItemDroppedEvent e)
{
    GameUtil.Log($"Dropped {e.ItemId} from slot {e.Slot}");
}

Defining Custom Events

Create a class that inherits BusEvent. Add whatever payload properties your event needs:

using ScavLib.event_bus;

public class PlayerTeleportedEvent : BusEvent
{
    public Vector2 FromPosition { get; }
    public Vector2 ToPosition   { get; }

    public PlayerTeleportedEvent(Vector2 from, Vector2 to)
    {
        FromPosition = from;
        ToPosition   = to;
    }
}

Post it from anywhere:

EventBus.Post(new PlayerTeleportedEvent(oldPos, newPos));

Subscribe to it in any registered listener:

[Subscribe]
private void OnTeleported(PlayerTeleportedEvent e)
{
    GameUtil.Log($"Teleported from {e.FromPosition} to {e.ToPosition}");
}

Inheritance Dispatch

EventBus.Post<T> dispatches along the full inheritance chain. A listener subscribed to a base type will receive all derived events:

// This will receive ALL events posted through the bus.
[Subscribe]
private void OnAnyEvent(BusEvent e)
{
    GameUtil.Log($"Event fired: {e.GetType().Name}");
}

Error Isolation

If a subscriber throws an exception, the error is caught and logged to the BepInEx console. The remaining subscribers in the chain are still called — one bad handler cannot break the whole event dispatch.

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