void UnregisterEventListeners( ) { if (null != owner_Connection_0) { { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null != component) { component.OnEnterTrigger -= Instance_OnEnterTrigger_1; component.OnExitTrigger -= Instance_OnExitTrigger_1; component.WhileInsideTrigger -= Instance_WhileInsideTrigger_1; } } } }
void UnregisterEventListeners( ) { if (null != local_35_UnityEngine_GameObject) { { uScript_CustomEvent component = local_35_UnityEngine_GameObject.GetComponent <uScript_CustomEvent>(); if (null != component) { component.OnCustomEvent -= Instance_OnCustomEvent_22; } } { uScript_CustomEvent component = local_35_UnityEngine_GameObject.GetComponent <uScript_CustomEvent>(); if (null != component) { component.OnCustomEvent -= Instance_OnCustomEvent_28; } } } if (null != owner_Connection_0) { { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null != component) { component.OnEnterTrigger -= Instance_OnEnterTrigger_1; component.OnExitTrigger -= Instance_OnExitTrigger_1; component.WhileInsideTrigger -= Instance_WhileInsideTrigger_1; } } } if (null != owner_Connection_27) { { uScript_Global component = owner_Connection_27.GetComponent <uScript_Global>(); if (null != component) { component.uScriptStart -= Instance_uScriptStart_31; component.uScriptLateStart -= Instance_uScriptLateStart_31; } } } }
//property nodes //method nodes #pragma warning restore 414 //functions to refresh properties from entities void SyncUnityHooks( ) { SyncEventListeners( ); if (null == owner_Connection_0 || false == m_RegisteredForEvents) { owner_Connection_0 = parentGameObject; if (null != owner_Connection_0) { { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null == component) { component = owner_Connection_0.AddComponent <uScript_Triggers>(); } if (null != component) { component.TimesToTrigger = event_UnityEngine_GameObject_TimesToTrigger_1; } } { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null == component) { component = owner_Connection_0.AddComponent <uScript_Triggers>(); } if (null != component) { component.OnEnterTrigger += Instance_OnEnterTrigger_1; component.OnExitTrigger += Instance_OnExitTrigger_1; component.WhileInsideTrigger += Instance_WhileInsideTrigger_1; } } } } if (null == owner_Connection_18 || false == m_RegisteredForEvents) { owner_Connection_18 = parentGameObject; } }
void RegisterForUnityHooks( ) { SyncEventListeners( ); //reset event listeners if needed //this isn't a variable node so it should only be called once per enabling of the script //if it's called twice there would be a double event registration (which is an error) if (false == m_RegisteredForEvents) { if (null != owner_Connection_0) { { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null == component) { component = owner_Connection_0.AddComponent <uScript_Triggers>(); } if (null != component) { component.TimesToTrigger = event_UnityEngine_GameObject_TimesToTrigger_1; } } { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null == component) { component = owner_Connection_0.AddComponent <uScript_Triggers>(); } if (null != component) { component.OnEnterTrigger += Instance_OnEnterTrigger_1; component.OnExitTrigger += Instance_OnExitTrigger_1; component.WhileInsideTrigger += Instance_WhileInsideTrigger_1; } } } } }
void Instance_WhileInsideTrigger_1(object o, uScript_Triggers.TriggerEventArgs e) { //fill globals event_UnityEngine_GameObject_GameObject_1 = e.GameObject; //relay event to nodes Relay_WhileInsideTrigger_1( ); }
void RegisterForUnityHooks( ) { SyncEventListeners( ); //if our game object reference was changed then we need to reset event listeners if (local_34_UnityEngine_GameObject_previous != local_34_UnityEngine_GameObject || false == m_RegisteredForEvents) { //tear down old listeners local_34_UnityEngine_GameObject_previous = local_34_UnityEngine_GameObject; //setup new listeners } //if our game object reference was changed then we need to reset event listeners if (local_35_UnityEngine_GameObject_previous != local_35_UnityEngine_GameObject || false == m_RegisteredForEvents) { //tear down old listeners if (null != local_35_UnityEngine_GameObject_previous) { { uScript_CustomEvent component = local_35_UnityEngine_GameObject_previous.GetComponent <uScript_CustomEvent>(); if (null != component) { component.OnCustomEvent -= Instance_OnCustomEvent_22; } } { uScript_CustomEvent component = local_35_UnityEngine_GameObject_previous.GetComponent <uScript_CustomEvent>(); if (null != component) { component.OnCustomEvent -= Instance_OnCustomEvent_28; } } } local_35_UnityEngine_GameObject_previous = local_35_UnityEngine_GameObject; //setup new listeners if (null != local_35_UnityEngine_GameObject) { { uScript_CustomEvent component = local_35_UnityEngine_GameObject.GetComponent <uScript_CustomEvent>(); if (null == component) { component = local_35_UnityEngine_GameObject.AddComponent <uScript_CustomEvent>(); } if (null != component) { component.OnCustomEvent += Instance_OnCustomEvent_22; } } { uScript_CustomEvent component = local_35_UnityEngine_GameObject.GetComponent <uScript_CustomEvent>(); if (null == component) { component = local_35_UnityEngine_GameObject.AddComponent <uScript_CustomEvent>(); } if (null != component) { component.OnCustomEvent += Instance_OnCustomEvent_28; } } } } //reset event listeners if needed //this isn't a variable node so it should only be called once per enabling of the script //if it's called twice there would be a double event registration (which is an error) if (false == m_RegisteredForEvents) { if (null != owner_Connection_0) { { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null == component) { component = owner_Connection_0.AddComponent <uScript_Triggers>(); } if (null != component) { component.TimesToTrigger = event_UnityEngine_GameObject_TimesToTrigger_1; } } { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null == component) { component = owner_Connection_0.AddComponent <uScript_Triggers>(); } if (null != component) { component.OnEnterTrigger += Instance_OnEnterTrigger_1; component.OnExitTrigger += Instance_OnExitTrigger_1; component.WhileInsideTrigger += Instance_WhileInsideTrigger_1; } } } } //reset event listeners if needed //this isn't a variable node so it should only be called once per enabling of the script //if it's called twice there would be a double event registration (which is an error) if (false == m_RegisteredForEvents) { if (null != owner_Connection_27) { { uScript_Global component = owner_Connection_27.GetComponent <uScript_Global>(); if (null == component) { component = owner_Connection_27.AddComponent <uScript_Global>(); } if (null != component) { component.uScriptStart += Instance_uScriptStart_31; component.uScriptLateStart += Instance_uScriptLateStart_31; } } } } }
//property nodes //method nodes #pragma warning restore 414 //functions to refresh properties from entities void SyncUnityHooks( ) { SyncEventListeners( ); //if our game object reference was changed then we need to reset event listeners if (local_34_UnityEngine_GameObject_previous != local_34_UnityEngine_GameObject || false == m_RegisteredForEvents) { //tear down old listeners local_34_UnityEngine_GameObject_previous = local_34_UnityEngine_GameObject; //setup new listeners } //if our game object reference was changed then we need to reset event listeners if (local_35_UnityEngine_GameObject_previous != local_35_UnityEngine_GameObject || false == m_RegisteredForEvents) { //tear down old listeners if (null != local_35_UnityEngine_GameObject_previous) { { uScript_CustomEvent component = local_35_UnityEngine_GameObject_previous.GetComponent <uScript_CustomEvent>(); if (null != component) { component.OnCustomEvent -= Instance_OnCustomEvent_22; } } { uScript_CustomEvent component = local_35_UnityEngine_GameObject_previous.GetComponent <uScript_CustomEvent>(); if (null != component) { component.OnCustomEvent -= Instance_OnCustomEvent_28; } } } local_35_UnityEngine_GameObject_previous = local_35_UnityEngine_GameObject; //setup new listeners if (null != local_35_UnityEngine_GameObject) { { uScript_CustomEvent component = local_35_UnityEngine_GameObject.GetComponent <uScript_CustomEvent>(); if (null == component) { component = local_35_UnityEngine_GameObject.AddComponent <uScript_CustomEvent>(); } if (null != component) { component.OnCustomEvent += Instance_OnCustomEvent_22; } } { uScript_CustomEvent component = local_35_UnityEngine_GameObject.GetComponent <uScript_CustomEvent>(); if (null == component) { component = local_35_UnityEngine_GameObject.AddComponent <uScript_CustomEvent>(); } if (null != component) { component.OnCustomEvent += Instance_OnCustomEvent_28; } } } } if (null == owner_Connection_0 || false == m_RegisteredForEvents) { owner_Connection_0 = parentGameObject; if (null != owner_Connection_0) { { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null == component) { component = owner_Connection_0.AddComponent <uScript_Triggers>(); } if (null != component) { component.TimesToTrigger = event_UnityEngine_GameObject_TimesToTrigger_1; } } { uScript_Triggers component = owner_Connection_0.GetComponent <uScript_Triggers>(); if (null == component) { component = owner_Connection_0.AddComponent <uScript_Triggers>(); } if (null != component) { component.OnEnterTrigger += Instance_OnEnterTrigger_1; component.OnExitTrigger += Instance_OnExitTrigger_1; component.WhileInsideTrigger += Instance_WhileInsideTrigger_1; } } } } if (null == owner_Connection_27 || false == m_RegisteredForEvents) { owner_Connection_27 = parentGameObject; if (null != owner_Connection_27) { { uScript_Global component = owner_Connection_27.GetComponent <uScript_Global>(); if (null == component) { component = owner_Connection_27.AddComponent <uScript_Global>(); } if (null != component) { component.uScriptStart += Instance_uScriptStart_31; component.uScriptLateStart += Instance_uScriptLateStart_31; } } } } }
void Instance_OnExitTrigger_0(object o, uScript_Triggers.TriggerEventArgs e) { //fill globals event_UnityEngine_GameObject_GameObject_0 = e.GameObject; //relay event to nodes Relay_OnExitTrigger_0( ); }