Esempio n. 1
0
        public void Jump()
        {
            // Do some math here...
            Debug.Log("Player jumps...");

            // Dispatch via Signal Hub that we made a jump.
            _hub.Get <Sgnls.PlayerSignals.Jump>().Dispatch();
        }
Esempio n. 2
0
    private void Start()
    {
        SimonSaysPuzzle Parent = GetComponentInParent <SimonSaysPuzzle>();

        if (Parent)
        {
            SSSignals = Parent.SimonSaysHub;
        }
        SSSignals.Get <LightOnGreenSignal>().AddListener(OnGreen);
        SSSignals.Get <LightOnYellowSignal>().AddListener(OnYellow);
        SSSignals.Get <LightOnRedSignal>().AddListener(OnRed);
        SSSignals.Get <LightOffSignal>().AddListener(OffDull);
    }
Esempio n. 3
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        private void Start()
        {
            // Listen signals via hub1
            hub.Get <Sgnls.PlayerSignals.Jump>()
            .On(OnPlayerJump)                  // Set handler
            .Countdown(3)                      // How many times handler (OnPlayerJump) will be called.
            .Priority(1000)                    // Priority of handler (OnPlayerJump) in queue.
            .When(() => _player.health >= 50); // Condition in which handler will be called.

            // Sometime very handy to listen signal only once.
            _playerDamageCallback = hub.Get <Sgnls.PlayerSignals.Damage>().Once(damage =>
            {
                Debug.Log($"Update player's health bar: health {_player.health} / 100");
            });

            _player = new Player(hub);
        }
Esempio n. 4
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        private void Start()
        {
            SignalHub hub = new SignalHub();

            button1.onClick.AddListener(() => hub.Get <OnClick>().Dispatch(button1));
            button2.onClick.AddListener(() => hub.Get <OnClick>().Dispatch(button2));

            hub.Get <OnClick>()
            .On(btn =>
            {
                Debug.Log($"On Click Handler 1. Dispatcher {btn.name}");
            });

            hub.Get <OnClick>()
            .On(btn => Debug.Log($"On Click Handler 2. But should go first. Dispatcher {btn.name}"))
            .Priority(100);

            var count = 3;

            hub.Get <OnClick>()
            .On(btn =>
            {
                count--;
                Debug.Log($"On Click Handler 3. Left {count}. Dispatcher {btn.name}");
            })
            .Countdown(3);

            hub.Get <OnClick>()
            .On(btn =>
            {
                Debug.Log($"On Click Handler 4. Dispatch when count == 0 {count}. Dispatcher {btn.name}");
            })
            .When(() => count == 0);
        }
    // Start is called before the first frame update
    void Start()
    {
        Parent = GetComponentInParent <SimonSaysPuzzle>();

        if (Parent)
        {
            SSSignals = Parent.SimonSaysHub;
        }

        SSSignals.Get <CorrectLightSignal>().AddListener(CorrectAndLock);
        SSSignals.Get <IncorrectLightSignal>().AddListener(IncorrectAndLock);
        SSSignals.Get <ClearLightSignal>().AddListener(Reset);
        SSSignals.Get <FlashLightSignal>().AddListener(StartFlashNoParams);
        SSSignals.Get <LockLightSignal>().AddListener(Lock);
    }
Esempio n. 6
0
 public static SType Get <SType>() where SType : ISignal, new()
 {
     return(hub.Get <SType>());
 }
    // Start is called before the first frame update
    void Start()
    {
        //get count for random
        ButtonCount = LightButtons.Count;

        for (int i = 0; i < ButtonCount; i++)
        {
            LightButtons[i].ID = i;
        }

        ClearLights();

        SimonSaysHub.Get <SimonButtonPressedSignal>().AddListener(HandleButtonPress);

        GenerateSequence();

        //debug to see sequence
        //PresentSequence();
    }