docs: Add missing documentation to the remaining functions in Module

This commit is contained in:
Abnormal
2025-04-12 00:54:04 -04:00
committed by Eric
parent 08fb5b8459
commit d86fe68d80
+86
View File
@@ -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) {}
}