private void OnTerminated(Component component) { AlwaysShowChanged -= SetAlwaysShow; SettingsChanged -= OnSettingsChanged; CombatEncounter.AnyCombatTurnStarted -= OnAnyCombatTurnStartedOrEnded; CombatEncounter.AnyCombatTurnEnded -= OnAnyCombatTurnStartedOrEnded; this.health.Damaged -= OnDamage; this.health.HealthChanged -= OnHealthChanged; this.health.ShieldChanged -= OnHealthChanged; this.health.Terminated -= OnTerminated; this.resources.ActionPointsChanged -= OnActionPointsChanged; this.unit.OwnerChanged -= OnOwnerChanged; foreach (var behaviourView in this.behaviourViews) { behaviourView.Terminate(); } this.behaviourViews.Clear(); Terminate(); }
private void OnTerminated(Component component) { var experienceComponent = this.character.Entity.GetComponent <ExperienceComponent>(); experienceComponent.Terminated -= OnTerminated; experienceComponent.Experience.LevelUp -= OnLevelUp; this.pendingRewards.Clear(); }
private void OnComponentInitialized(Component component) { var unit = component as UnitComponent; if (unit == null) { return; } Entities.Add(unit.gameObject); }
private void OnComponentInitialized(Component component) { var health = component as HealthComponent; if (health == null || health.gameObject.IsDummy() || CharacterManager.Instance.Character == null || health.gameObject.IsCharacter()) { return; } Timer.Instance.WaitForFixedUpdate(() => { Instantiate(this.healthBarPrefab, this.canvas.transform).Initialize(health); }); }
private void OnComponentInitialized(Component component) { var spellbook = component as SpellbookComponent; if (spellbook == null || spellbook.gameObject.IsDummy() || !IsAppropriateGameState()) { return; } Timer.Instance.WaitForFixedUpdate(() => { Instantiate(this.actionBarPrefab, this.canvas.transform).Initialize(spellbook); }); }
private void OnTerminated(Component component) { AlwaysShowToggled -= SetAlwaysShow; SettingsChanged -= OnSettingsChanged; this.spellbook.Terminated -= OnTerminated; this.spellbook.SkillLearned -= OnSkillLearned; this.spellbook.SkillUnlearned -= OnSkillUnlearned; foreach (var skill in this.skills) { skill.Terminate(); } Terminate(); }
private void OnComponentTerminated(Component component) { Entities.Remove(component.gameObject); }
private void OnTerminated(Component component) { this.equipment.ItemEquipped -= OnItemEquipped; this.equipment.ItemUnequipped -= OnItemUnequipped; this.equipment.Terminated -= OnTerminated; }