//Notify public void OnDoorOpen(bool doorOpen) { DoorOpenedValue = doorOpen; DoorOpenEvent?.Invoke(this, new DoorOpenEventArgs() { DoorOpened = DoorOpenedValue }); }
public void OnDoorOpened() { UnlockDoor(); DoorOpenEvent?.Invoke(this, new DoorEventArgs() { DoorOpen = DoorOpen, DoorClosed = DoorClosed }); }
// public UnityEvent OnRequestDoorOpen; private void Update() { if (Input.GetKeyDown(KeyCode.E)) { // OnRequestDoorOpen?.Invoke(); OnDoorToggle?.Invoke("door name", 1); } }
public void OnUserOpensDoor() { Console.WriteLine("[Door opens]"); DoorOpenEvent?.Invoke(this, new DoorOpenEventArgs()); }
protected virtual void DoorOpenChanged(DoorOpenChangedEventArgs e) { DoorOpenEvent?.Invoke(this, e); }
protected virtual void OnDoorClosed(EventArgDoorOpen e) { DoorOpenEvent?.Invoke(this, e); }
public virtual void OnDoorOpened() { DoorOpenEvent?.Invoke(this, EventArgs.Empty); }
protected virtual void WhenDoorOpen(DoorEventArgs e) { DoorOpenEvent?.Invoke(this, e); }
protected virtual void RaiseDoorOpenEvent() { DoorOpenEvent?.Invoke(this, EventArgs.Empty); }
private void OnNewOpenDoorStatus(DoorStatusEventArgs e) { DoorOpenEvent?.Invoke(this, e); }
private void RoomCompleted() { OnDoorOpen.Invoke(currentDoorIndex++); currentGameState = GameStateProvider.GetCurrentGameState(); //Store the new current gamestate }