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CombatEventAction.End

sealed record

Declaration​

public sealed record CombatEventAction.End : CombatEventAction
NamespaceMcProtoNet.Protocol
AssemblyMcProtoNet.Protocol.dll
Sourcesrc/McProtoNet.Protocol/Generated/Unions/CombatEventAction.cs#L12 ↗

Inheritance: object → CombatEventAction.End

Constructors​

SignatureDescription
End(int Duration, int EntityId)-

End(int, int)​

public End(int Duration, int EntityId)

Parameters: Duration (int), EntityId (int)

Properties​

SignatureDescription
int Duration-
int EntityId-

Duration​

public int Duration { get; init; }

Returns: int

EntityId​

public int EntityId { get; init; }

Returns: int

Methods​

SignatureDescription
void Match(Action<CombatEventAction.Enter> enter, Action<CombatEventAction.End> end, Action<CombatEventAction.Death> death)-
void MatchDeath(Action<CombatEventAction.Death> death, Action @else)-
TMatchOutput MatchDeath<TMatchOutput>(Func<CombatEventAction.Death, TMatchOutput> death, Func<TMatchOutput> @else)-
void MatchDeath<TState>(TState state, Action<TState, CombatEventAction.Death> death, Action<TState> @else)-
TMatchOutput MatchDeath<TState, TMatchOutput>(TState state, Func<TState, CombatEventAction.Death, TMatchOutput> death, Func<TState, TMatchOutput> @else)-
void MatchEnd(Action<CombatEventAction.End> end, Action @else)-
TMatchOutput MatchEnd<TMatchOutput>(Func<CombatEventAction.End, TMatchOutput> end, Func<TMatchOutput> @else)-
void MatchEnd<TState>(TState state, Action<TState, CombatEventAction.End> end, Action<TState> @else)-
TMatchOutput MatchEnd<TState, TMatchOutput>(TState state, Func<TState, CombatEventAction.End, TMatchOutput> end, Func<TState, TMatchOutput> @else)-
void MatchEnter(Action<CombatEventAction.Enter> enter, Action @else)-
TMatchOutput MatchEnter<TMatchOutput>(Func<CombatEventAction.Enter, TMatchOutput> enter, Func<TMatchOutput> @else)-
void MatchEnter<TState>(TState state, Action<TState, CombatEventAction.Enter> enter, Action<TState> @else)-
TMatchOutput MatchEnter<TState, TMatchOutput>(TState state, Func<TState, CombatEventAction.Enter, TMatchOutput> enter, Func<TState, TMatchOutput> @else)-
TMatchOutput Match<TMatchOutput>(Func<CombatEventAction.Enter, TMatchOutput> enter, Func<CombatEventAction.End, TMatchOutput> end, Func<CombatEventAction.Death, TMatchOutput> death)-
void Match<TState>(TState state, Action<TState, CombatEventAction.Enter> enter, Action<TState, CombatEventAction.End> end, Action<TState, CombatEventAction.Death> death)-
TMatchOutput Match<TState, TMatchOutput>(TState state, Func<TState, CombatEventAction.Enter, TMatchOutput> enter, Func<TState, CombatEventAction.End, TMatchOutput> end, Func<TState, CombatEventAction.Death, TMatchOutput> death)-
CombatEventAction.Death UnwrapDeath()-
CombatEventAction.End UnwrapEnd()-
CombatEventAction.Enter UnwrapEnter()-

Match(Action<Enter>, Action<End>, Action<Death>)​

public override void Match(Action<CombatEventAction.Enter> enter, Action<CombatEventAction.End> end, Action<CombatEventAction.Death> death)

Parameters: enter (Action<CombatEventAction.Enter>), end (Action<CombatEventAction.End>), death (Action<CombatEventAction.Death>)

MatchDeath(Action<Death>, Action)​

public override void MatchDeath(Action<CombatEventAction.Death> death, Action @else)

Parameters: death (Action<CombatEventAction.Death>), else (Action)

MatchDeath<TMatchOutput>(Func<Death, TMatchOutput>, Func<TMatchOutput>)​

public override TMatchOutput MatchDeath<TMatchOutput>(Func<CombatEventAction.Death, TMatchOutput> death, Func<TMatchOutput> @else)

Parameters: death (Func<CombatEventAction.Death, TMatchOutput>), else (Func<TMatchOutput>)

Returns: TMatchOutput

MatchDeath<TState>(TState, Action<TState, Death>, Action<TState>)​

public override void MatchDeath<TState>(TState state, Action<TState, CombatEventAction.Death> death, Action<TState> @else)

Parameters: state (TState), death (Action<TState, CombatEventAction.Death>), else (Action<TState>)

MatchDeath<TState, TMatchOutput>(TState, Func<TState, Death, TMatchOutput>, Func<TState, TMatchOutput>)​

public override TMatchOutput MatchDeath<TState, TMatchOutput>(TState state, Func<TState, CombatEventAction.Death, TMatchOutput> death, Func<TState, TMatchOutput> @else)

Parameters: state (TState), death (Func<TState, CombatEventAction.Death, TMatchOutput>), else (Func<TState, TMatchOutput>)

Returns: TMatchOutput

MatchEnd(Action<End>, Action)​

public override void MatchEnd(Action<CombatEventAction.End> end, Action @else)

Parameters: end (Action<CombatEventAction.End>), else (Action)

MatchEnd<TMatchOutput>(Func<End, TMatchOutput>, Func<TMatchOutput>)​

public override TMatchOutput MatchEnd<TMatchOutput>(Func<CombatEventAction.End, TMatchOutput> end, Func<TMatchOutput> @else)

Parameters: end (Func<CombatEventAction.End, TMatchOutput>), else (Func<TMatchOutput>)

Returns: TMatchOutput

MatchEnd<TState>(TState, Action<TState, End>, Action<TState>)​

public override void MatchEnd<TState>(TState state, Action<TState, CombatEventAction.End> end, Action<TState> @else)

Parameters: state (TState), end (Action<TState, CombatEventAction.End>), else (Action<TState>)

MatchEnd<TState, TMatchOutput>(TState, Func<TState, End, TMatchOutput>, Func<TState, TMatchOutput>)​

public override TMatchOutput MatchEnd<TState, TMatchOutput>(TState state, Func<TState, CombatEventAction.End, TMatchOutput> end, Func<TState, TMatchOutput> @else)

Parameters: state (TState), end (Func<TState, CombatEventAction.End, TMatchOutput>), else (Func<TState, TMatchOutput>)

Returns: TMatchOutput

MatchEnter(Action<Enter>, Action)​

public override void MatchEnter(Action<CombatEventAction.Enter> enter, Action @else)

Parameters: enter (Action<CombatEventAction.Enter>), else (Action)

MatchEnter<TMatchOutput>(Func<Enter, TMatchOutput>, Func<TMatchOutput>)​

public override TMatchOutput MatchEnter<TMatchOutput>(Func<CombatEventAction.Enter, TMatchOutput> enter, Func<TMatchOutput> @else)

Parameters: enter (Func<CombatEventAction.Enter, TMatchOutput>), else (Func<TMatchOutput>)

Returns: TMatchOutput

MatchEnter<TState>(TState, Action<TState, Enter>, Action<TState>)​

public override void MatchEnter<TState>(TState state, Action<TState, CombatEventAction.Enter> enter, Action<TState> @else)

Parameters: state (TState), enter (Action<TState, CombatEventAction.Enter>), else (Action<TState>)

MatchEnter<TState, TMatchOutput>(TState, Func<TState, Enter, TMatchOutput>, Func<TState, TMatchOutput>)​

public override TMatchOutput MatchEnter<TState, TMatchOutput>(TState state, Func<TState, CombatEventAction.Enter, TMatchOutput> enter, Func<TState, TMatchOutput> @else)

Parameters: state (TState), enter (Func<TState, CombatEventAction.Enter, TMatchOutput>), else (Func<TState, TMatchOutput>)

Returns: TMatchOutput

Match<TMatchOutput>(Func<Enter, TMatchOutput>, Func<End, TMatchOutput>, Func<Death, TMatchOutput>)​

public override TMatchOutput Match<TMatchOutput>(Func<CombatEventAction.Enter, TMatchOutput> enter, Func<CombatEventAction.End, TMatchOutput> end, Func<CombatEventAction.Death, TMatchOutput> death)

Parameters: enter (Func<CombatEventAction.Enter, TMatchOutput>), end (Func<CombatEventAction.End, TMatchOutput>), death (Func<CombatEventAction.Death, TMatchOutput>)

Returns: TMatchOutput

Match<TState>(TState, Action<TState, Enter>, Action<TState, End>, Action<TState, Death>)​

public override void Match<TState>(TState state, Action<TState, CombatEventAction.Enter> enter, Action<TState, CombatEventAction.End> end, Action<TState, CombatEventAction.Death> death)

Parameters: state (TState), enter (Action<TState, CombatEventAction.Enter>), end (Action<TState, CombatEventAction.End>), death (Action<TState, CombatEventAction.Death>)

Match<TState, TMatchOutput>(TState, Func<TState, Enter, TMatchOutput>, Func<TState, End, TMatchOutput>, Func<TState, Death, TMatchOutput>)​

public override TMatchOutput Match<TState, TMatchOutput>(TState state, Func<TState, CombatEventAction.Enter, TMatchOutput> enter, Func<TState, CombatEventAction.End, TMatchOutput> end, Func<TState, CombatEventAction.Death, TMatchOutput> death)

Parameters: state (TState), enter (Func<TState, CombatEventAction.Enter, TMatchOutput>), end (Func<TState, CombatEventAction.End, TMatchOutput>), death (Func<TState, CombatEventAction.Death, TMatchOutput>)

Returns: TMatchOutput

UnwrapDeath()​

public override CombatEventAction.Death UnwrapDeath()

Returns: CombatEventAction.Death

UnwrapEnd()​

public override CombatEventAction.End UnwrapEnd()

Returns: CombatEventAction.End

UnwrapEnter()​

public override CombatEventAction.Enter UnwrapEnter()

Returns: CombatEventAction.Enter