Exemple #1
0
        /// <summary>
        /// Note: This method validates that the target listener object is still around, if the
        /// listener object is null, it removes any delegates bound to that object. This is the
        /// only part of the code that is Unity specific. If you'd like to us SimpleSignals in
        /// a vanilla C# enviornment, this is the only method that needs to be tweaked.
        /// </summary>
        protected bool ValidateSignalListener(SignalManager signalManager, SignalListenerItem listener)
        {
            bool   isInvokable = true;
            object target      = listener.SignalDelegate.Target;

            // <UnitySpecific>
            // Comment this code out if you're not using MonoBehaviors
            if (target is MonoBehaviour)
            {
                MonoBehaviour targetGO = (MonoBehaviour)target;

                // Don't invoke listeners on destroyed GameObjects instead Clean up listeners
                if (targetGO == null && !ReferenceEquals(targetGO, null))
                {
                    isInvokable = false;
                    SignalManager.UnbindSignals(signalManager, targetGO);
                }
            }
            // </UnitySpecific>

            // This listener delegate will be removed after it's invoked
            if (listener.ListenerType == ListenerType.Once)
            {
                this.listenersToRemove.Add(listener);
            }

            return(isInvokable);
        }
Exemple #2
0
        public void RemoveListener(Delegate listener)
        {
            SignalListenerItem itemToRemove = new SignalListenerItem();

            foreach (var listenerItem in listeners)
            {
                if (listenerItem.SignalDelegate == listener)
                {
                    itemToRemove = listenerItem;
                    break;
                }
            }

            if (itemToRemove.SignalDelegate != null)
            {
                this.listeners.Remove(itemToRemove);
            }
        }