/// <inheritdoc /> public override void Update() { base.Update(); // Invoke our custom event on each update. Subscribe to MyCustomEvent get events. MyCustomEvent?.Invoke(); }
public void ItShouldNotApplyAnUnsupportedEvent() { var toDo = new Domain.Write.ToDo.ToDo(); var @event = new MyCustomEvent(toDo.Id, new MyCustomEventData()); Assert.Throws <InvalidOperationException>(() => toDo.When(@event)); }
public static void TriggerEvent(string eventName, string data) { MyCustomEvent thisEvent = null; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.Invoke(data); } }
public static void StopListening(string eventName, UnityAction <string> listener) { if (eventName == null) { return; } MyCustomEvent thisEvent = null; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.RemoveListener(listener); } }
public static void StartListening(string eventName, UnityAction <string> listener) { //Empieza a escuchar los eventos que ocurren dentro del juego MyCustomEvent thisEvent = null; //Crea un costum event vacío if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { //Inicializa el dictionario y busca obtener el evento. Si ya tiene eventos, nada más lo añade thisEvent.AddListener(listener); } else { //Si no tiene eventos, crea un nuevo evento y lo añade thisEvent = new MyCustomEvent(); thisEvent.AddListener(listener); instance.eventDictionary.Add(eventName, thisEvent); } }