private void Awake() { if (Singleton<GameEventSys>.instance != null) { Singleton<GameEventSys>.instance.AddEventHandler<DefaultGameEventParam>(GameEventDef.Event_ActorDead, new RefAction<DefaultGameEventParam>(this.onActorDead)); Singleton<GameEventSys>.instance.AddEventHandler<SGroupDeadEventParam>(GameEventDef.Event_SpawnGroupDead, new RefAction<SGroupDeadEventParam>(this.onSpawnGroupDone)); Singleton<GameEventSys>.instance.AddEventHandler<DefaultGameEventParam>(GameEventDef.Event_FightPrepare, new RefAction<DefaultGameEventParam>(this.onFightPrepare)); Singleton<GameEventSys>.instance.AddEventHandler<HurtEventResultInfo>(GameEventDef.Event_ActorDamage, new RefAction<HurtEventResultInfo>(this.onActorDamage)); Singleton<GameEventSys>.instance.AddEventHandler<DefaultGameEventParam>(GameEventDef.Event_FightStart, new RefAction<DefaultGameEventParam>(this.onFightStart)); Singleton<GameEventSys>.instance.AddEventHandler<PoolObjHandle<ActorRoot>>(GameEventDef.Event_ActorInit, new RefAction<PoolObjHandle<ActorRoot>>(this.onActorInit)); Singleton<GameEventSys>.instance.AddEventHandler<DefaultGameEventParam>(GameEventDef.Event_ActorEnterCombat, new RefAction<DefaultGameEventParam>(this.onEnterCombat)); Singleton<GameEventSys>.instance.AddEventHandler<TalentLevelChangeParam>(GameEventDef.Event_TalentLevelChange, new RefAction<TalentLevelChangeParam>(this.onTalentLevelChange)); } if (Singleton<GameSkillEventSys>.instance != null) { Singleton<GameSkillEventSys>.instance.AddEventHandler<ActorSkillEventParam>(GameSkillEventDef.Event_UseSkill, new GameSkillEvent<ActorSkillEventParam>(this.onUseSkill)); } Singleton<EventRouter>.GetInstance().AddEventHandler<PoolObjHandle<ActorRoot>, int, int, bool>("HeroGoldCoinInBattleChange", new Action<PoolObjHandle<ActorRoot>, int, int, bool>(this, (IntPtr) this.OnActorBattleCoinChanged)); foreach (TriggerActionWrapper wrapper in this.ActionList) { if (wrapper != null) { EGlobalTriggerAct triggerType = wrapper.TriggerType; wrapper.Init(); TriggerActionBase actionInternal = wrapper.GetActionInternal(); DebugHelper.Assert(actionInternal != null); this.TriggerActionMultiMap.Add((uint) triggerType, actionInternal); } } }
public TriggerActionWrapper(EGlobalTriggerAct inTriggerType) { this.RefObjList = new GameObject[0]; this.TimingActionsInter = new AreaEventTrigger.STimingAction[0]; this.bEnable = true; this.TriggerType = inTriggerType; this.bEnable = true; }
public TriggerActionWrapper(EGlobalTriggerAct inTriggerType) { this.TriggerType = inTriggerType; this.bEnable = true; }