CellPlayerIsInChangedEventArgs Class

public sealed class CellPlayerIsInChangedEventArgs : EventArgs

Event Args for CellPlayerIsInChanged event (an event of the Active Grid class).

Properties

Name Type Description
ActiveGridGroupingIndex int

The index of the Active Grid Grouping that this event is firing for. You can use this to filter out events for groupings you do not care about.

EndlessGridCellPlayerIsInOrClosestTo Cell

Gets the cell the player is in as projected on an Endless Grid of cells. If WorldCellPlayerIsIn is null and the reason is that the player is outside of the Zone's Boundaries, this cell is the cell in the Zone that is closest to the Player.

In these instances, you can use PseudoEndlessGridCellPlayerIsIn instead to approximate the cell distance between the player's cell and some other cell (on the endless grid).

PseudoEndlessGridCellPlayerIsIn Cell

When worldCellPlayerIsIn is not null, this will be set to the same value as EndlessGridCellPlayerIsInOrClosestTo, since the player is actually within a Cell of the zone.

When worldCellPlayerIsIn is null and the reason is because the player is outside of the Zone's Boundaries, this value will be set to the Endless Grid Cell the player would be in if the Zone were endless and had no gaps, i.e., if another repeated Zone were to start immediately after crossing the Zone's Boundaries.

This is mostly useful if you are trying to calculate the numbe rof Cells between some other Endless Grid Cell and the cell the player is in. Otherwise, we do not know how this information would be useful.

PseudoStreamableGridCellPlayerIsIn Cell

The PseudoEndlessGridCellPlayerIsIn converted to a Cell on the Streamable Grid.

ReasonForNullWorldCell string

When WorldCellPlayerIsIn is null, this property can be used to get the reason for why it is null, which can be useful for debugging purposes.

StreamableGridCellPlayerIsInOrClosestTo Cell

The EndlessGridCellPlayerIsInOrClosestTo converted to a Cell on the Streamable Grid.

World World

Gets the World associated with the Active Grid this event was triggered on, if one exists.

WorldCellPlayerIsIn WorldCell

Gets the World Cell the player is Currently in, if one exists. A World Cell exists only when the World has objects loaded for that cell, and when the Player is within a Cell's Boundaries.

WorldGroupingIndex int

The index of the World Grouping that the Active Grid Grouping firing this event is associated with. You can use this to filter out events for groupings you do not care about.

ZoneIndex int

The index of the Zone that this event is associated with. You can use this to filter out events for zones you do not care about.