public void OnSummon() { if (m_SummonEvent != null) { m_SummonEvent.Trigger(this); } }
protected void TriggerBeforeReceiveEffectEvent(Unit unit) { if (m_BeforeReceiveEffectEvent != null) { m_BeforeReceiveEffectEvent.Trigger(unit, m_EventData); } }
protected void TrigggerBeforeActionEvent(Unit unit) { if (m_BeforeActionEvent != null) { m_BeforeActionEvent.Trigger(unit, m_EventData); } }
private void TriggerEvent() { SingleUnitData data = new SingleUnitData(); data.m_Unit = m_Owner; m_DestroyEvent.Trigger(m_Owner, data); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //get current unit Unit unit = OrderManager.Instance.CurrentUnit; SingleUnitData data = new SingleUnitData(); data.m_Unit = unit; unitTurnEndEvent.Trigger(unit, data); unit = OrderManager.Instance.NextUnit(); NextState(animator, unit); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //get current unit Unit unit = OrderManager.Instance.CurrentUnit; if (unit == null) { animator.SetTrigger(gameEndTrigger); return; } SingleUnitData data = new SingleUnitData(); data.m_Unit = unit; unitTurnStartEvent.Trigger(unit, data); NextState(animator, unit); }
/// <summary> /// Change unit's stats. /// </summary> /// <param name="stat">The field to change</param> /// <param name="amount">The value of change</param> /// <param name="set">True if replace original value with amount. False if original value += amount</param> /// <param name="force">True if add new field when needed</param> public void ChangeStats(UnitStatsProperty stat, int amount, bool set = false, bool force = false) { if (m_Owner == null) { return; } //Debug.Log(m_Owner + " " + stat + " : " + GetStat(stat)); UnitStatsChangeData eventData = new UnitStatsChangeData(); eventData.m_Unit = m_Owner; eventData.m_ChangedStats = stat; eventData.m_BeforeChange = GetStat(stat); PrivateChangeStats(stat, amount, set, force); eventData.m_AfterChange = GetStat(stat); m_StatsChangedEventForDisplay.Trigger(eventData); m_StatsChangedEventForUnits.Trigger(m_Owner, eventData); //Debug.Log(m_Owner + " " + stat + " Change to: " + GetStat(stat)); }