public void UpdateTrigger(InputHelpers.Button button, AsimState state, TriggerAction action) { var(controller, ray) = GetCurrent(); switch (state) { case AsimState.Down: if (GetTriggerDown(button)) { action?.Invoke(controller, ray); } break; case AsimState.Hold: if (GetTrigger(button)) { action?.Invoke(controller, ray); } break; case AsimState.Up: if (GetTriggerUp(button)) { action?.Invoke(controller, ray); } break; } }
void OnPowerOn() { if (powerOnAction != null) { powerOnAction.Invoke(); } }
void OnPowerOff() { if (powerOffAction != null) { powerOffAction.Invoke(); } }
public virtual void Open() { print("Triggerable [" + name + "] opened!"); if (open != null) { open.Invoke(); } }
public virtual void Close() { print("Triggerable [" + name + "] closed!"); if (close != null) { close.Invoke(); } }
// ------------------------------------------------------------------------- private void OnTriggerExit2D(Collider2D otherCollider) { // If after all our checks, this was a valid trigger... if (IsTriggerValid(otherCollider) == true) { // Inform our listening actions that the trigger ended onTriggerExitActions.Invoke(otherCollider.gameObject); } }
public void UpdateTrigger(InputHelpers.Button button, AsimState state, TriggerAction action) { foreach (var controller in m_controllers) { if (controller.IsActive(button, state)) { action.Invoke(controller.Controller, controller.Ray); } } }
public virtual void OnDrag(PointerEventData eventData) { if (!IsInteractable()) { return; } current = this; UIEventTrigger.eventData = eventData; if (onDrag != null) { onDrag.Invoke(this); } }
public virtual void OnSubmit(BaseEventData eventData) { if (!IsInteractable()) { return; } current = this; UIEventTrigger.eventData = eventData; if (onSubmit != null) { onSubmit.Invoke(this); } }
public virtual void OnUpdateSelected(BaseEventData eventData) { if (!IsInteractable()) { return; } current = this; UIEventTrigger.eventData = eventData; if (onUpdateSelected != null) { onUpdateSelected.Invoke(this); } }
private void OnTriggerEnter(Collider other) { TriggerAction?.Invoke(other.gameObject.GetHashCode()); FXTriggerAction?.Invoke(other.transform.position); _gameController.GameCanvas.AddScoreInText(); }
private void OnTriggerEnter2D(Collider2D collision) { OnTriggerAction?.Invoke(collision, true); }
/// <summary> /// Invokes a <see cref="TriggerAction"/>. /// </summary> /// <param name="action">The <see cref="TriggerAction"/>.</param> public static void Invoke(this TriggerAction action) { action.Invoke(null); }
private void OnTriggerEnter(Collider other) { _triggerCount++; onTrigger.Invoke(true, other); }
private void OnCollisionEnter2D(Collision2D other) { TriggerAction.Invoke(other.gameObject); }
/// <summary> /// Invokes a <see cref="TriggerAction"/> with the specified parameter. /// </summary> /// <param name="action">The <see cref="TriggerAction"/>.</param> /// <param name="parameter">The parameter value.</param> public static void Invoke(this TriggerAction action, object parameter) { action.Invoke(null); }
private void OnTriggerExit(Collider other) { TriggerAction?.Invoke(other.gameObject.GetHashCode()); }