public void RegisterHandler(string node, PubsubHandler handler) { // FIXME: What's the purpose of this maxItems arg? m_Account.PubSubManager.AddNodeHandler(node, delegate(PubSubNode n, PubSubItem item) { handler(n.Jid, n.Node, item); }, null, 1000); }
void OnEnable() { OnNewInteractiveBloc = PubsubHandler.HandleNewInteractiveBloc((GameObject bloc) => { print("MyEventSystem::HandleNewInteractiveBloc -- Save new bloc " + bloc); this.bloc = bloc.GetComponent <InteractiveBloc>(); }); }
void OnEnable() { OnGameOver = PubsubHandler.HandleGameOver((ignore) => { Destroy(gameObject); }); OnBlocTouchTower = PubsubHandler.HandleBlocTouchTower((bloc) => { AddBloc(bloc); StartCoroutine(BounceOff(this.speed)); }); }
void OnEnable() { OnNewBlocOnTower = PubsubHandler.HandleNewBlocOnTower((int count, GameObject _bloc) => { score = count; scoreLabel.text = score.ToString(); if (score > 1) { StartCoroutine(BumpText()); if (score % 10 == 0) { maxSize += 0.1f; } } }); }
void OnEnable() { OnNewBlocOnTower = PubsubHandler.HandleNewBlocOnTower((int count, GameObject bloc) => { blocCount = count; transform.Translate(Vector3.down * step); if (blocCount % 10 == 0) { GameObject movingBackground = Instantiate(movingBackgroundPrefab); movingBackground.transform.position = new Vector3( transform.position.x, 5, transform.position.z ); } }); }
public void RegisterHandler(string node, PubsubHandler handler) { // FIXME: What's the purpose of this maxItems arg? m_Account.PubSubManager.AddNodeHandler(node, delegate (PubSubNode n, PubSubItem item) { handler(n.Jid, n.Node, item); }, null, 1000); }