Example #1
0
 /// <summary>
 /// Registers a C# listener for an event on the target object.  This is the scripting
 /// equivalent to the Defined Event unit.  Notice the IDisposable return value, which allows you
 /// to end the subscription for the event (via calling the .Dispose() method).
 /// </summary>
 /// <typeparam name="T">The type to listen for.</typeparam>
 /// <param name="target">The game object to listen on to receive the event.</param>
 /// <param name="onEvent">The action or method to call when the event occurs</param>
 /// <returns>A disposable that, when .Dispose is called, will unsubscribe from the
 /// event, essentially cancelling the call to RegisterListener.</returns>
 public static IDisposable RegisterListener <T>(GameObject target, Action <T> onEvent)
 {
     return(DefinedEventUnit.RegisterListener <T>(target, onEvent));
 }
Example #2
0
 /// <summary>
 /// Triggers Defined Event units listening for the passed eventData on the target gameobject.
 /// This is the scripting quivalent to the Trigger Defined Event unit.
 /// </summary>
 /// <param name="target">The game object that event units should listen on to receive the event.</param>
 /// <param name="eventData">This is a filled object of the type of event you want to trigger.</param>
 public static void Trigger(GameObject target, object eventData)
 {
     DefinedEventUnit.Trigger(target, eventData);
 }