public void OnDoorOpened() { UnlockDoor(); DoorOpenEvent?.Invoke(this, new DoorEventArgs() { DoorOpen = DoorOpen, DoorClosed = DoorClosed }); }
//Notify public void OnDoorOpen(bool doorOpen) { DoorOpenedValue = doorOpen; DoorOpenEvent?.Invoke(this, new DoorOpenEventArgs() { DoorOpened = DoorOpenedValue }); }
private void OnDoorOpens(IEventData eventData) { DoorOpenEvent doorEvent = eventData as DoorOpenEvent; Entity door = doorEvent.Door; Cell cell = mapManager.Map[door.CellTransform.Position]; if (cell != null && cell.Visibility == VisibilityType.Visible) { Refresh(); gameManager.Renderer.RefreshVisibility(); // TODO: switch this to a reactive system using VisibilityRefreshedEvent } }
public void OnUserOpensDoor() { Console.WriteLine("[Door opens]"); DoorOpenEvent?.Invoke(this, new DoorOpenEventArgs()); }
protected virtual void DoorOpenChanged(DoorOpenChangedEventArgs e) { DoorOpenEvent?.Invoke(this, e); }
protected virtual void OnDoorClosed(EventArgDoorOpen e) { DoorOpenEvent?.Invoke(this, e); }
public virtual void OnDoorOpened() { DoorOpenEvent?.Invoke(this, EventArgs.Empty); }
protected virtual void WhenDoorOpen(DoorEventArgs e) { DoorOpenEvent?.Invoke(this, e); }
protected virtual void RaiseDoorOpenEvent() { DoorOpenEvent?.Invoke(this, EventArgs.Empty); }
private void OnNewOpenDoorStatus(DoorStatusEventArgs e) { DoorOpenEvent?.Invoke(this, e); }