private void Awake() { StartDialogEvent = StartDialog; ShowInGameDialogEvent = ShowInGameDialog; IShowInGameDialogEvent = IShowInGameDialog; _IInGameDialog = IInGameDialog(); }
void signal(char c) { switch (c) { case '0': break; case '1': Debug.Log("got called?"); Event1.Invoke(); break; case '2': Event2.Invoke(); break; case '3': Event3.Invoke(); break; case '4': Event4.Invoke(); break; case '5': Event5.Invoke(); break; case '6': Event6.Invoke(); break; case '7': Event7.Invoke(); break; case '8': Event8.Invoke(); break; case '9': Event9.Invoke(); break; case 'a': EventA.Invoke(); break; case 'b': EventB.Invoke(); break; case 'c': EventC.Invoke(); break; case 'd': EventD.Invoke(); break; case 'e': EventE.Invoke(); break; case 'f': EventF.Invoke(); break; case 'g': EventG.Invoke(); break; case 'h': EventH.Invoke(); break; case 'i': EventI.Invoke(); break; case 'j': EventJ.Invoke(); break; case 'k': EventK.Invoke(); break; } }
public Task Handle(EventI @event) { return(RegisterEvent(@event)); }
// TODO: Remove unused delegates internal AtspiEventHandler GetDelegate(EventI value) { if (!delegates.ContainsKey (value)) delegates [value] = (detail, v1, v2, any, app_root) => value (accessible, v1); return delegates [value]; }