/// <summary> /// 手动激活注册事件 /// </summary> /// <param name="eventType">事件类型</param> /// <param name="data">数据</param> /// <param name="param">参数</param> protected void InvokeUIDlg(UIEventType eventType, object data, object param) { if (IsUIEventDelegateReady) { uiEventDelegate.Invoke(eventType, data, param); } }
internal void TrySpawnBiped(Biped biped, Vector3 position) { if (AllBipedsSpawned) { return; } if (Physics2D.OverlapCircle(position, Globals.singleton.bipeds.bipedSpawnCheckRadius, ~Globals.singleton.bipeds.bipedSpawnCheckIgnoredLayers) != null) { return; } if (Time.time < _nextAllowBipedSpawnTime) { return; } _nextAllowBipedSpawnTime = Time.time + Globals.singleton.bipeds.bipedSpawnNextDelay; CreateBiped(biped, position); if (AllBipedsSpawned) { _controller.AllowMovement = true; TrySetCameraTarget(); UIEventDelegate.Invoke(SandboxEvent.AllBipedsSpawned); } }
internal void Invoke(params object[] args) { Delegates?.Invoke(args); }
public void OnDrop(PointerEventData eventData) { onDrop?.Invoke(eventData, gameObject); }
public void OnScroll(PointerEventData eventData) { onScroll?.Invoke(eventData, gameObject); }
public void OnDeselect(BaseEventData eventData) { onDeSelect?.Invoke(eventData, gameObject); }
public void OnEndDrag(PointerEventData eventData) { onDragEnd?.Invoke(eventData, gameObject); }
public void OnPointerUp(PointerEventData eventData) { onUp?.Invoke(eventData, gameObject); }
public void OnUpdateSelected(BaseEventData eventData) { onUpdateSelect?.Invoke(eventData, gameObject); }
public void OnPointerExit(PointerEventData eventData) { onExit?.Invoke(eventData, gameObject); }
public void OnPointerEnter(PointerEventData eventData) { onEnter?.Invoke(eventData, gameObject); }
public void OnPointerDown(PointerEventData eventData) { onDown?.Invoke(eventData, gameObject); }
public void OnPointerClick(PointerEventData eventData) { onClick?.Invoke(eventData, gameObject); }
public void OnMove(AxisEventData eventData) { onMove?.Invoke(eventData, gameObject); }