static internal void Register <T, Y, U, I>(string key, OLiOEvent <T, Y, U, I> e) { if (UEventsStringDictionary <T, Y, U, I> .Instance.dic_StringOLiOEventTYUI.ContainsKey(key)) { UEventsStringDictionary <T, Y, U, I> .Instance.dic_StringOLiOEventTYUI[key] = e; } else { UEventsStringDictionary <T, Y, U, I> .Instance.dic_StringOLiOEventTYUI.Add(key, e); } }
static internal void Register(string key, OLiOEvent e) { if (UEventsStringDictionary.Instance.dic_StringOLiOEvent.ContainsKey(key)) { UEventsStringDictionary.Instance.dic_StringOLiOEvent[key] = e; } else { UEventsStringDictionary.Instance.dic_StringOLiOEvent.Add(key, e); } }
/// <summary> /// UEvent数据写入无返回值字典 /// </summary> /// <typeparam name="T">无返回值委托的参数T</typeparam> /// <typeparam name="Y">无返回值委托的参数Y</typeparam> /// <typeparam name="U">无返回值委托的参数U</typeparam> /// <typeparam name="I">无返回值委托的参数I</typeparam> /// <param name="eventTYUI">UEvent</param> /// <param name="key">键</param> public void PutUEventInVoidDic <T, Y, U, I>(OLiOEvent <T, Y, U, I> @eventTYUI, string key) { @eventTYUI.PutInDic <T, Y, U, I>(key); }
/// <summary> /// UEvent数据写入无返回值字典 /// </summary> /// <param name="event">UEvent</param> /// <param name="key">返回键</param> public void PutUEventInVoidDic <T, Y, U, I>(OLiOEvent <T, Y, U, I> @event, out string key) { key = string.Format("{0}{1}", defaultKey, nameof(OLiOEvent <T, Y, U, I>), KeyForXY(UnityEngine.Random.Range(1, 20), UnityEngine.Random.Range(1, 99))); @event.PutInDic(key); }
/// <summary> /// UEvent数据写入无返回值字典 /// </summary> /// <typeparam name="T">无返回值委托的参数T</typeparam> /// <typeparam name="Y">无返回值委托的参数Y</typeparam> /// <typeparam name="U">无返回值委托的参数U</typeparam> /// <param name="eventTYU">UEvent</param> /// <param name="key">键</param> public void PutUEventInVoidDic <T, Y, U>(OLiOEvent <T, Y, U> @eventTYU, string key) { @eventTYU.PutInDic <T, Y, U>(key); }
/// <summary> /// UEvent数据写入无返回值字典 /// </summary> /// <typeparam name="T">无返回值委托的参数T</typeparam> /// <typeparam name="Y">无返回值委托的参数Y</typeparam> /// <typeparam name="U">无返回值委托的参数U</typeparam> /// <param name="eventTYU">UEvent</param> public void PutUEventInVoidDic <T, Y, U>(OLiOEvent <T, Y, U> @eventTYU) { string key = string.Format("{0}{1}", defaultKey, nameof(OLiOEvent <T, Y, U>), KeyForXY(UnityEngine.Random.Range(1, 20), UnityEngine.Random.Range(1, 99))); PutUEventInVoidDic(@eventTYU, key); }
/// <summary> /// UEvent数据写入无返回值字典 /// </summary> /// <typeparam name="T">无返回值委托的参数T</typeparam> /// <typeparam name="Y">无返回值委托的参数Y</typeparam> /// <param name="eventTY">UEvent</param> /// <param name="key">键</param> public void PutUEventInVoidDic <T, Y>(OLiOEvent <T, Y> @eventTY, string key) { @eventTY.PutInDic <T, Y>(key); }
/// <summary> /// UEvent数据写入无返回值字典 /// </summary> /// <typeparam name="T">无返回值委托的参数T</typeparam> /// <param name="event">UEvent</param> /// <param name="key">键</param> public void PutUEventInVoidDic <T>(OLiOEvent <T> @event, string key) { @event.PutInDic <T>(key); }
/// <summary> /// UEvent数据写入无返回值字典 /// </summary> /// <param name="event">UEvent</param> /// <param name="key">键</param> public void PutUEventInVoidDic(OLiOEvent @event, string key) { @event.PutInDic(key); }
static internal void PutInDic <T, Y, U, I>(this OLiOEvent <T, Y, U, I> @event, string key) { UEventsStringTriggers.Register <T, Y, U, I>(key, @event); }
static internal void PutInDic(this OLiOEvent @event, string key) { UEventsStringTriggers.Register(key, @event); }