public static void Notify(object sender, GameEventArgs e) { switch (e.type) { case BLOCK_INPUT: BlockInput?.Invoke(sender, e); break; case UNBLOCK_INPUT: UnblockInput?.Invoke(sender, e); break; case BLOCK_HUD: BlockHUD?.Invoke(sender, e); break; case UNBLOCK_HUD: UnblockHUD?.Invoke(sender, e); break; case HIDE_HUD: HideHUD?.Invoke(sender, e); break; case SHOW_HUD: ShowHUD?.Invoke(sender, e); break; } }
/// <summary> /// Use it for notify from EventTrigger Component. Requires to be component on GameObject! /// </summary> /// <param name="sender">The sender object.</param> /// <param name="e">Event arguments</param> public void Notify(string type) { switch (type) { case BLOCK_INPUT: BlockInput?.Invoke(null, new GameEventArgs(type)); break; case UNBLOCK_INPUT: UnblockInput?.Invoke(null, new GameEventArgs(type)); break; case BLOCK_HUD: BlockHUD?.Invoke(null, new GameEventArgs(type)); break; case UNBLOCK_HUD: UnblockHUD?.Invoke(null, new GameEventArgs(type)); break; case HIDE_HUD: HideHUD?.Invoke(null, new GameEventArgs(type)); break; case SHOW_HUD: ShowHUD?.Invoke(null, new GameEventArgs(type)); break; } }