Pumpkin-Docs/docs/de/plugin-dev/csharp/first-command.md
Alexander Medvedev 5c23b676ed feat: d binding
2026-09-17 09:23:24 +02:00

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# Creating Your First Command
Registering custom commands in Pumpkin using C# provides a strongly-typed, clean structure.
---
## 1. Quick Example
Here is a complete C# plugin file (`MyPlugin.cs`) that registers a `/hello` command with permission checks and sends a response back to the player.
```csharp [MyPlugin.cs]
using PluginWorld;
using PluginWorld.wit.Exports.pumpkin.plugin.v0_1_0;
using PluginWorld.wit.Imports.pumpkin.plugin.v0_1_0;
namespace MyPumpkinPlugin;
public class MyPlugin : IPluginWorldExports, IMetadataExports
{
public static void InitPlugin() { }
public static void OnLoad(IContextImports.Context context)
{
// 1. Register permission node
var perm = new IPermissionImports.Permission(
"my_csharp_plugin:hello",
"Allows executing the /hello command",
IPermissionImports.PermissionDefault.Allow,
[]
);
IContextImports.RegisterPermission(context, perm);
// 2. Build and register command tree
var command = ICommandImports.Command.New(["hello", "hi"], "Greets the player");
IContextImports.RegisterCommand(context, command, "my_csharp_plugin:hello");
}
public static void OnUnload(IContextImports.Context context) { }
public static IEventImports.Event HandleEvent(uint eventId, IServerImports.Server server, IEventImports.Event @event)
{
return @event;
}
public static int HandleCommand(uint commandId, ICommandImports.CommandSender sender, IServerImports.Server server, ICommandImports.ConsumedArgs args)
{
ICommandImports.SendMessage(sender, "Hello from C# Plugin!");
return 1;
}
public static void HandleTask(uint handlerId, IServerImports.Server server) { }
public static IMetadataExports.PluginMetadata Metadata()
{
return new IMetadataExports.PluginMetadata(
"my_csharp_plugin",
"0.1.0",
"My first Pumpkin C# plugin",
["Developer"],
[]
);
}
}
```
---
## 2. In-Game Preview
Once registered, your command automatically gains client-side autocompletion, syntax validation, and color highlighting in Minecraft:
<img src="/assets/first_command_preview.png" alt="In-Game Command Autocompletion Preview" width="500"/>
---
## 3. How It Works
::: details Step-by-Step Breakdown
### Step 1: Define the Permission Node
Construct an `IPermissionImports.Permission` record and register it via `IContextImports.RegisterPermission`:
```csharp
var perm = new IPermissionImports.Permission(
"my_csharp_plugin:hello",
"Allows executing the /hello command",
IPermissionImports.PermissionDefault.Allow,
[]
);
IContextImports.RegisterPermission(context, perm);
```
### Step 2: Build the Command Tree
Instantiate your command with primary names and description:
```csharp
var command = ICommandImports.Command.New(["hello", "hi"], "Greets the player");
```
### Step 3: Register and Handle
Register the command with `IContextImports.RegisterCommand` and process incoming executions inside `HandleCommand`:
```csharp
IContextImports.RegisterCommand(context, command, "my_csharp_plugin:hello");
```
:::
---
## Next Steps
- Follow the [C# Quick Start Guide](./quick-start) to configure `.csproj` and build WebAssembly outputs.