private void OnMessage(GameEventMessage message) { if (ListenForAllGameEvents || GameEvent.Equals(message.EventName)) { InvokeEvent(message); } }
private void OnGameEventReceived(Doozy.Engine.GameEventMessage message) { if (message.EventName.Equals(exitMatchPlayerGameEvent)) { CloseCurrentMatch(); } }
private void OnGameEventReceived(Doozy.Engine.GameEventMessage message) { if (message.EventName.Equals("Show3DMap")) { ExploreMap(true); } else if (message.EventName.Equals("Hide3DMap")) { ExploreMap(false); } }
private void InvokeEvent(GameEventMessage message) { if (!message.HasGameEvent) { return; } if (Event == null) { return; } Event.Invoke(message.EventName); if (DebugComponent) { DDebug.Log("[" + name + "] Triggered Event: " + message.EventName, this); } }
private void OnGameEventReceived(Doozy.Engine.GameEventMessage message) { if (message.EventName.Equals("EnableNavigator")) { SetNavigatorDraggable(true); } else if (message.EventName.Equals("DisableNavigator")) { SetNavigatorDraggable(false); } if (message.EventName.Equals("EnableDebugView")) { SetDebugDraggable(true); } else if (message.EventName.Equals("DisableDebugView")) { SetDebugDraggable(false); } }
/// <summary> /// Checks to see if the message contains a system event and, if it does, it triggers a predefined action. /// <para /> /// A game event string is considered to be a system event if it is contained in the SystemGameEvent enum values. /// <para /> /// This method is automatically called every time a GameEventMessage is sent. /// </summary> /// <param name="message"> Target GameEvent message </param> /// <param name="debug"> Print info debug messages to console? </param> public static void ProcessGameEvent(GameEventMessage message, bool debug = false) { if (message == null) { return; } if (Instance.DebugComponent || debug && !message.IsSystemEvent) { DDebug.Log("Received '" + message.EventName + "' game event.", Instance); } if (!message.IsSystemEvent) { return; } var @event = (SystemGameEvent)Enum.Parse(typeof(SystemGameEvent), message.EventName); if (Instance.DebugComponent || debug) { DDebug.Log("Received '" + @event + "' system game event.", Instance); } switch (@event) { case SystemGameEvent.Back: BackButton.Instance.Execute(); break; case SystemGameEvent.ApplicationQuit: #if UNITY_EDITOR EditorApplication.isPlaying = false; #else Application.Quit(); #endif break; case SystemGameEvent.ActivateLoadedScenes: SceneLoader.ActivateLoadedScenes(); break; } }
private static void SendEvent(GameEventMessage gameEventMessage) { GameEventManager.ProcessGameEvent(gameEventMessage); Send(gameEventMessage.EventName, gameEventMessage); Send(gameEventMessage); }