OnAnyDeath - markvaaz/ScarletCore GitHub Wiki
The OnAnyDeath
event in ScarletCore allows you to listen for, inspect, and react to all death events that occur in the game. This is useful for custom death logic, analytics, death-based triggers, or implementing special effects and mechanics in your mod.
public static event EventHandler<DeathEventArgs> OnAnyDeath;
-
sender: The
DeathEventListenerSystem
instance that detected and raised the event. -
args: A
DeathEventArgs
object containing all relevant information about the batch of deaths.
-
List<DeathInfo> Deaths
— List of all deaths that occurred in the frame -
int DeathCount
— Number of deaths in this batch
-
Entity Died
— The entity that died -
Entity Killer
— The entity that caused the death -
Entity Source
— The source of the damage/death
EventManager.OnAnyDeath += (sender, args) => {
foreach (var death in args.Deaths) {
Log.Info($"{death.Died} was killed by {death.Killer} (source: {death.Source})");
}
};
EventManager.OnAnyDeath += (sender, args) => {
Log.Info($"Deaths this frame: {args.DeathCount}");
};
You can use a named method for your handler. The method must match the event signature:
void OnAnyDeathHandler(object sender, DeathEventArgs args) {
// sender is the DeathEventListenerSystem instance
foreach (var death in args.Deaths) {
// Custom logic here
}
}
EventManager.OnAnyDeath += OnAnyDeathHandler;
EventManager.OnAnyDeath -= OnAnyDeathHandler; // Unsubscribe when done
Note: When using a method handler, the first parameter must be of type
object
(the sender, which is the DeathEventListenerSystem instance), and the second parameter must be of typeDeathEventArgs
.
The sender
parameter is the DeathEventListenerSystem
instance that detected the death. You can cast it if you need to access system-specific methods or properties:
EventManager.OnAnyDeath += (sender, args) => {
var deathSystem = sender as DeathEventListenerSystem;
// Use deathSystem if needed
};
You can register multiple handlers. All will be called in order.
Always unsubscribe your handler when it is no longer needed to avoid memory leaks:
EventManager.OnAnyDeath -= OnAnyDeathHandler;
- Custom death logic or effects
- Analytics and logging
- Death-based triggers or achievements
- Modifying or blocking death (if supported by future versions)
Tip: For more advanced death features, combine this event with other ScarletCore systems and services.