Exemple #1
0
    private void NotifySubscribers(AbstractEvent eventData)
    {
        List <EventSubscriber> subscribers = gameEvents[eventData.type];

        for (int cnt = subscribers.Count - 1; cnt >= 0; cnt--)      // Trigger buffs, then argument effects, then debuffs
        // This check is LITERALLY for only one status effect - Resonance.
        // Because Resonance will remove all other Resonance subscribers during its own NotifyOfEvent, and the original notification happens here...
        // If there were 5 resonance listeners, the subscribers.count would go from 5->0 in the first iteration, but the for loop would still iterate 4 more times.
        // This causes an array-out-of-index error. Ideally, this check prevents that.
        // I don't want to have to keep doing hacks like this as it's gonna come back to bite me, but it works.
        // TODO: Rework Resonance implementation to prevent having to use this
        {
            if (cnt >= subscribers.Count)
            {
                continue;
            }
            EventSubscriber subscriber = subscribers[cnt];
            subscriber.NotifyOfEvent(eventData);
        }

        // update ui
        List <ITriggerOnEvent> UISubscribers = UIEvents[eventData.type];

        foreach (ITriggerOnEvent subscriber in UISubscribers)
        {
            subscriber.TriggerOnEvent(eventData);
        }
    }