Class PlayerJoinedServerEvent
Namespace: Void.Proxy.Api.Events.Player
Assembly: Void.Proxy.Api.dll
Event that occurs when a player joins a server and both sides are in Play phase.
public record PlayerJoinedServerEvent : IScopedEventWithResult<bool>, IScopedEvent, IEventWithResult<bool>, IEvent, IEquatable<PlayerJoinedServerEvent>Inheritance
object ← PlayerJoinedServerEvent
Implements
IScopedEventWithResult<bool>, IScopedEvent, IEventWithResult<bool>, IEvent, IEquatable<PlayerJoinedServerEvent>
Inherited Members
object.Equals(object?), object.Equals(object?, object?), object.GetHashCode(), object.GetType(), object.MemberwiseClone(), object.ReferenceEquals(object?, object?), object.ToString()
Constructors
PlayerJoinedServerEvent(IPlayer, IServer, ILink, bool)
Event that occurs when a player joins a server and both sides are in Play phase.
public PlayerJoinedServerEvent(IPlayer Player, IServer Server, ILink Link, bool IsRedirected)Parameters
Player IPlayer
The player who has joined the server. Cannot be null.
Server IServer
The server that the player has joined. Cannot be null.
Link ILink
The link associated with the player’s connection to the server. Cannot be null.
IsRedirected bool
Properties
IsRedirected
public bool IsRedirected { get; init; }Property Value
Link
The link associated with the player’s connection to the server. Cannot be null.
public ILink Link { get; init; }Property Value
Player
The player who has joined the server. Cannot be null.
public IPlayer Player { get; init; }Property Value
Result
Gets or sets a value indicating whether the player will be redirected after this event executes.
public bool Result { get; set; }Property Value
Server
The server that the player has joined. Cannot be null.
public IServer Server { get; init; }Property Value
WillBeRedirected
Gets or sets a value indicating whether the player will be redirected after this event executes.
public bool WillBeRedirected { get; set; }