diff --git a/source/funkin/modding/module/Module.hx b/source/funkin/modding/module/Module.hx index 57f0cc2da..012b9869f 100644 --- a/source/funkin/modding/module/Module.hx +++ b/source/funkin/modding/module/Module.hx @@ -57,6 +57,9 @@ class Module implements IPlayStateScriptedClass implements IStateChangingScripte // TODO: Half of these aren't actually being called!!!!!!! + /** + * Called when ANY script event is dispatched. + */ public function onScriptEvent(event:ScriptEvent) {} /** @@ -71,55 +74,138 @@ class Module implements IPlayStateScriptedClass implements IStateChangingScripte */ public function onDestroy(event:ScriptEvent) {} + /** + * Called every frame. + */ public function onUpdate(event:UpdateScriptEvent) {} + /** + * Called when the game is paused. + */ public function onPause(event:PauseScriptEvent) {} + /** + * Called when the game is resumed. + */ public function onResume(event:ScriptEvent) {} + /** + * Called when the song begins. + */ public function onSongStart(event:ScriptEvent) {} + /** + * Called when the song ends. + */ public function onSongEnd(event:ScriptEvent) {} + /** + * Called when the player dies. + */ public function onGameOver(event:ScriptEvent) {} + /** + * Called when a note on the strumline has been rendered and is now onscreen. + * This gets dispatched for both the player and opponent strumlines. + */ public function onNoteIncoming(event:NoteScriptEvent) {} + /** + * Called when a note has been hit. + * This gets dispatched for both the player and opponent strumlines. + */ public function onNoteHit(event:HitNoteScriptEvent) {} + /** + * Called when a note has been missed. + * This gets dispatched for both the player and opponent strumlines. + */ public function onNoteMiss(event:NoteScriptEvent) {} + /** + * Called when the player presses a key without any notes present. + */ public function onNoteGhostMiss(event:GhostMissNoteScriptEvent) {} + /** + * Called when a step is hit in the song. + */ public function onStepHit(event:SongTimeScriptEvent) {} + /** + * Called when a beat is hit in the song. + */ public function onBeatHit(event:SongTimeScriptEvent) {} + /** + * Called when a song event is triggered. + */ public function onSongEvent(event:SongEventScriptEvent) {} + /** + * Called when the countdown begins. + */ public function onCountdownStart(event:CountdownScriptEvent) {} + /** + * Called for every step in the countdown. + */ public function onCountdownStep(event:CountdownScriptEvent) {} + /** + * Called when the countdown ends, but BEFORE the song starts. + */ public function onCountdownEnd(event:CountdownScriptEvent) {} + /** + * Called when the song's chart has been parsed and loaded. + */ public function onSongLoaded(event:SongLoadScriptEvent) {} + /** + * Called when the game is about to switch to a new state. + */ public function onStateChangeBegin(event:StateChangeScriptEvent) {} + /** + * Called after the game has switched to a new state. + */ public function onStateChangeEnd(event:StateChangeScriptEvent) {} + /** + * Called when the game regains focus. + * This does not get called if "Auto Pause" is disabled. + */ public function onFocusGained(event:FocusScriptEvent) {} + /** + * Called when the game loses focus. + * This does not get called if "Auto Pause" is disabled. + */ public function onFocusLost(event:FocusScriptEvent) {} + /** + * Called when the game is about to open a substate. + */ public function onSubStateOpenBegin(event:SubStateScriptEvent) {} + /** + * Called when a substate has been opened. + */ public function onSubStateOpenEnd(event:SubStateScriptEvent) {} + /** + * Called when the game is about to close a substate. + */ public function onSubStateCloseBegin(event:SubStateScriptEvent) {} + /** + * Called when a substate has been closed. + */ public function onSubStateCloseEnd(event:SubStateScriptEvent) {} + /** + * Called when the song has been restarted. + */ public function onSongRetry(event:SongRetryEvent) {} }