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User defined events #113
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Thanks for the suggestion, but unfortunately I don't understand what you mean. Can you rephrase it and/or post the current, slow solution? |
Aim: As I said, I need to make some game situation checking before or after an event has been occurred (lets named pre/post checking events). Let's say, there is a feature named first kill, which the total number of first kills made by a player each round. In order to a first kill being valid, the killer needs to be survived after 2 seconds of kill event. So, I need to schedule a post checking event 2 seconds after this kill event. |
I'm not sure if there would really be a too big performance improvement. We could skip the reflection calls needed for Or am I missing something? The lib also used to support custom events in a different way but it wasn't really useful and got removed. |
Higher goal
As a part of my analyzer, I would like to check some pre and post status of the game related an event. For example, I need to check whether player C still alive 2 seconds after player B has been killed. Or Is there any team member near the place just 1 second before player C has been hurt.
Describe the solution you'd like
A very naive way to implement the need is that every pre and post-event entity can be stored in a list and every time tickEnd event triggered, we can check the list whether there is any post/pre entity to proses. This solution will be very slow.
Describe alternatives you've considered
Instead, providing a way to dispatch this user-defined pre/post entities (can be formed as custom events as well) like other events such as playerDeath, kill, etc. Here, I am assuming that I already collected the exact tick number of pre/post events, so the parser only emits these pre/post events like other default events when the tick number has occurred.
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