pub trait PluginEventHandler:
PluginSubscriptions
+ Send
+ Sync {
Show 49 methods
// Provided methods
fn on_player_join(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerJoinEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_quit(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerQuitEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_move(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerMoveEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_jump(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerJumpEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_teleport(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerTeleportEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_change_world(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerChangeWorldEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_toggle_sprint(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerToggleSprintEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_toggle_sneak(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerToggleSneakEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_chat(
&self,
_server: &Server,
_event: &mut EventContext<'_, ChatEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_food_loss(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerFoodLossEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_heal(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerHealEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_hurt(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerHurtEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_death(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerDeathEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_respawn(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerRespawnEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_skin_change(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerSkinChangeEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_fire_extinguish(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerFireExtinguishEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_start_break(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerStartBreakEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_block_break(
&self,
_server: &Server,
_event: &mut EventContext<'_, BlockBreakEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_block_place(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerBlockPlaceEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_block_pick(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerBlockPickEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_item_use(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemUseEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_item_use_on_block(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemUseOnBlockEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_item_use_on_entity(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemUseOnEntityEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_item_release(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemReleaseEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_item_consume(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemConsumeEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_attack_entity(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerAttackEntityEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_experience_gain(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerExperienceGainEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_punch_air(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerPunchAirEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_sign_edit(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerSignEditEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_lectern_page_turn(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerLecternPageTurnEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_item_damage(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemDamageEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_item_pickup(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemPickupEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_held_slot_change(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerHeldSlotChangeEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_item_drop(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemDropEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_transfer(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerTransferEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_command(
&self,
_server: &Server,
_event: &mut EventContext<'_, CommandEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_player_diagnostics(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerDiagnosticsEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_liquid_flow(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldLiquidFlowEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_liquid_decay(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldLiquidDecayEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_liquid_harden(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldLiquidHardenEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_sound(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldSoundEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_fire_spread(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldFireSpreadEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_block_burn(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldBlockBurnEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_crop_trample(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldCropTrampleEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_leaves_decay(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldLeavesDecayEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_entity_spawn(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldEntitySpawnEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_entity_despawn(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldEntityDespawnEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_explosion(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldExplosionEvent>,
) -> impl Future<Output = ()> + Send { ... }
fn on_world_close(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldCloseEvent>,
) -> impl Future<Output = ()> + Send { ... }
}Provided Methods§
Sourcefn on_player_join(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerJoinEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_join( &self, _server: &Server, _event: &mut EventContext<'_, PlayerJoinEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerJoin event.
Sourcefn on_player_quit(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerQuitEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_quit( &self, _server: &Server, _event: &mut EventContext<'_, PlayerQuitEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerQuit event.
Sourcefn on_player_move(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerMoveEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_move( &self, _server: &Server, _event: &mut EventContext<'_, PlayerMoveEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerMove event.
Sourcefn on_player_jump(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerJumpEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_jump( &self, _server: &Server, _event: &mut EventContext<'_, PlayerJumpEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerJump event.
Sourcefn on_player_teleport(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerTeleportEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_teleport( &self, _server: &Server, _event: &mut EventContext<'_, PlayerTeleportEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerTeleport event.
Sourcefn on_player_change_world(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerChangeWorldEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_change_world( &self, _server: &Server, _event: &mut EventContext<'_, PlayerChangeWorldEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerChangeWorld event.
Sourcefn on_player_toggle_sprint(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerToggleSprintEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_toggle_sprint( &self, _server: &Server, _event: &mut EventContext<'_, PlayerToggleSprintEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerToggleSprint event.
Sourcefn on_player_toggle_sneak(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerToggleSneakEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_toggle_sneak( &self, _server: &Server, _event: &mut EventContext<'_, PlayerToggleSneakEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerToggleSneak event.
Sourcefn on_chat(
&self,
_server: &Server,
_event: &mut EventContext<'_, ChatEvent>,
) -> impl Future<Output = ()> + Send
fn on_chat( &self, _server: &Server, _event: &mut EventContext<'_, ChatEvent>, ) -> impl Future<Output = ()> + Send
Handler for the Chat event.
Sourcefn on_player_food_loss(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerFoodLossEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_food_loss( &self, _server: &Server, _event: &mut EventContext<'_, PlayerFoodLossEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerFoodLoss event.
Sourcefn on_player_heal(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerHealEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_heal( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHealEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerHeal event.
Sourcefn on_player_hurt(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerHurtEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_hurt( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHurtEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerHurt event.
Sourcefn on_player_death(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerDeathEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_death( &self, _server: &Server, _event: &mut EventContext<'_, PlayerDeathEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerDeath event.
Sourcefn on_player_respawn(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerRespawnEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_respawn( &self, _server: &Server, _event: &mut EventContext<'_, PlayerRespawnEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerRespawn event.
Sourcefn on_player_skin_change(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerSkinChangeEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_skin_change( &self, _server: &Server, _event: &mut EventContext<'_, PlayerSkinChangeEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerSkinChange event.
Sourcefn on_player_fire_extinguish(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerFireExtinguishEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_fire_extinguish( &self, _server: &Server, _event: &mut EventContext<'_, PlayerFireExtinguishEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerFireExtinguish event.
Sourcefn on_player_start_break(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerStartBreakEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_start_break( &self, _server: &Server, _event: &mut EventContext<'_, PlayerStartBreakEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerStartBreak event.
Sourcefn on_block_break(
&self,
_server: &Server,
_event: &mut EventContext<'_, BlockBreakEvent>,
) -> impl Future<Output = ()> + Send
fn on_block_break( &self, _server: &Server, _event: &mut EventContext<'_, BlockBreakEvent>, ) -> impl Future<Output = ()> + Send
Handler for the BlockBreak event.
Sourcefn on_player_block_place(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerBlockPlaceEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_block_place( &self, _server: &Server, _event: &mut EventContext<'_, PlayerBlockPlaceEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerBlockPlace event.
Sourcefn on_player_block_pick(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerBlockPickEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_block_pick( &self, _server: &Server, _event: &mut EventContext<'_, PlayerBlockPickEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerBlockPick event.
Sourcefn on_player_item_use(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemUseEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_item_use( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerItemUse event.
Sourcefn on_player_item_use_on_block(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemUseOnBlockEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_item_use_on_block( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseOnBlockEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerItemUseOnBlock event.
Sourcefn on_player_item_use_on_entity(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemUseOnEntityEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_item_use_on_entity( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseOnEntityEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerItemUseOnEntity event.
Sourcefn on_player_item_release(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemReleaseEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_item_release( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemReleaseEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerItemRelease event.
Sourcefn on_player_item_consume(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemConsumeEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_item_consume( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemConsumeEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerItemConsume event.
Sourcefn on_player_attack_entity(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerAttackEntityEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_attack_entity( &self, _server: &Server, _event: &mut EventContext<'_, PlayerAttackEntityEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerAttackEntity event.
Sourcefn on_player_experience_gain(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerExperienceGainEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_experience_gain( &self, _server: &Server, _event: &mut EventContext<'_, PlayerExperienceGainEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerExperienceGain event.
Sourcefn on_player_punch_air(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerPunchAirEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_punch_air( &self, _server: &Server, _event: &mut EventContext<'_, PlayerPunchAirEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerPunchAir event.
Sourcefn on_player_sign_edit(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerSignEditEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_sign_edit( &self, _server: &Server, _event: &mut EventContext<'_, PlayerSignEditEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerSignEdit event.
Sourcefn on_player_lectern_page_turn(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerLecternPageTurnEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_lectern_page_turn( &self, _server: &Server, _event: &mut EventContext<'_, PlayerLecternPageTurnEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerLecternPageTurn event.
Sourcefn on_player_item_damage(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemDamageEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_item_damage( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemDamageEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerItemDamage event.
Sourcefn on_player_item_pickup(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemPickupEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_item_pickup( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemPickupEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerItemPickup event.
Sourcefn on_player_held_slot_change(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerHeldSlotChangeEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_held_slot_change( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHeldSlotChangeEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerHeldSlotChange event.
Sourcefn on_player_item_drop(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerItemDropEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_item_drop( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemDropEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerItemDrop event.
Sourcefn on_player_transfer(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerTransferEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_transfer( &self, _server: &Server, _event: &mut EventContext<'_, PlayerTransferEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerTransfer event.
Sourcefn on_command(
&self,
_server: &Server,
_event: &mut EventContext<'_, CommandEvent>,
) -> impl Future<Output = ()> + Send
fn on_command( &self, _server: &Server, _event: &mut EventContext<'_, CommandEvent>, ) -> impl Future<Output = ()> + Send
Handler for the Command event.
Sourcefn on_player_diagnostics(
&self,
_server: &Server,
_event: &mut EventContext<'_, PlayerDiagnosticsEvent>,
) -> impl Future<Output = ()> + Send
fn on_player_diagnostics( &self, _server: &Server, _event: &mut EventContext<'_, PlayerDiagnosticsEvent>, ) -> impl Future<Output = ()> + Send
Handler for the PlayerDiagnostics event.
Sourcefn on_world_liquid_flow(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldLiquidFlowEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_liquid_flow( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidFlowEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldLiquidFlow event.
Sourcefn on_world_liquid_decay(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldLiquidDecayEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_liquid_decay( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidDecayEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldLiquidDecay event.
Sourcefn on_world_liquid_harden(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldLiquidHardenEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_liquid_harden( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidHardenEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldLiquidHarden event.
Sourcefn on_world_sound(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldSoundEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_sound( &self, _server: &Server, _event: &mut EventContext<'_, WorldSoundEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldSound event.
Sourcefn on_world_fire_spread(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldFireSpreadEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_fire_spread( &self, _server: &Server, _event: &mut EventContext<'_, WorldFireSpreadEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldFireSpread event.
Sourcefn on_world_block_burn(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldBlockBurnEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_block_burn( &self, _server: &Server, _event: &mut EventContext<'_, WorldBlockBurnEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldBlockBurn event.
Sourcefn on_world_crop_trample(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldCropTrampleEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_crop_trample( &self, _server: &Server, _event: &mut EventContext<'_, WorldCropTrampleEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldCropTrample event.
Sourcefn on_world_leaves_decay(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldLeavesDecayEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_leaves_decay( &self, _server: &Server, _event: &mut EventContext<'_, WorldLeavesDecayEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldLeavesDecay event.
Sourcefn on_world_entity_spawn(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldEntitySpawnEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_entity_spawn( &self, _server: &Server, _event: &mut EventContext<'_, WorldEntitySpawnEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldEntitySpawn event.
Sourcefn on_world_entity_despawn(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldEntityDespawnEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_entity_despawn( &self, _server: &Server, _event: &mut EventContext<'_, WorldEntityDespawnEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldEntityDespawn event.
Sourcefn on_world_explosion(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldExplosionEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_explosion( &self, _server: &Server, _event: &mut EventContext<'_, WorldExplosionEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldExplosion event.
Sourcefn on_world_close(
&self,
_server: &Server,
_event: &mut EventContext<'_, WorldCloseEvent>,
) -> impl Future<Output = ()> + Send
fn on_world_close( &self, _server: &Server, _event: &mut EventContext<'_, WorldCloseEvent>, ) -> impl Future<Output = ()> + Send
Handler for the WorldClose event.
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.