//----------------------------------------------------------------------------------------------------------------- void SendEvent(E_Event inEvent) { if (m_Listener != null) { m_Listener(this, inEvent); } }
public Events(E_Event a_Event, float a_time, int a_modifiedData, float a_repeatEvery) { m_event = a_Event; m_eventTriggerTime = a_time; m_dataToModify = a_modifiedData; m_repeatable = true; m_repeatEvery = a_repeatEvery; }
//GameObject newObject = Instantiate(); //GameObject.AddComponent<Events>(); // Start is called before the first frame update void Start() { for (int i = 0; i < Menus.GetMaxNumOfPlayers(); i++) { // Checsk if one player first. string enm = "TriggerProblem" + (i + 1) + "PlayerUp"; // Turn into an enum E_Event eve = (E_Event)E_Event.Parse(typeof(E_Event), enm, true); if (Menus.GetActivatedPlayerAmount() != i + 1) { for (int j = 0; j < m_pendingEventList.Count; j++) { if (m_pendingEventList[j].m_event == eve) { m_pendingEventList.RemoveAt(j); j--; } } } //m_pendingEventList.RemoveAll(eve); // Need to remove events labeld TriggerProblem"i"PlayerUp } if (m_sounds != null) { if (m_sounds.Count != 0) { foreach (SoundRequester sounds in m_sounds) { sounds.SetupSound(this.gameObject); } } } m_numOfInactiveProblems = m_problemList.Count; //Needs safety here. Timer.SoundMangerGet().Play(m_sounds, WhenToPlaySound.LevelStart); }