private void OnEnable() { foreach (var s in OnNodeActivatedListenedEvents) { CustomEventManager.SubscribeEvent(s.listenedEvent, s.listenerFunction); } }
protected void CreateCustomEventListener(string listenedEvent, UnityEvent listenerFunction) { OnNodeActivatedListenedEvents.Add(new CustomEventListener() { listenedEvent = listenedEvent, listenerFunction = listenerFunction }); if (gameObject.activeInHierarchy) { CustomEventManager.SubscribeEvent(listenedEvent, listenerFunction); } }