public static void Notify(object sender, GameEventArgs e) { switch (e.type) { case SIGNED_IN: SingedIn?.Invoke(sender, e); break; case FAIL_SIGN_IN: FailSignIn?.Invoke(sender, e); break; case SIGNED_OUT: SignedOut?.Invoke(sender, e); break; case DATA_LOADED: DataLoaded?.Invoke(sender, e); break; case FAIL_DATA_LOADING: FailDataLoading?.Invoke(sender, e); break; } }
/// <summary> /// Use it for notify from EventTrigger Component. Requires to be component on GameObject! /// </summary> /// <param name="sender">The sender object.</param> /// <param name="e">Event arguments</param> public void Notify(string type) { switch (type) { case SIGNED_IN: SingedIn?.Invoke(null, new GameEventArgs(type)); break; case FAIL_SIGN_IN: FailSignIn?.Invoke(null, new GameEventArgs(type)); break; case SIGNED_OUT: SignedOut?.Invoke(null, new GameEventArgs(type)); break; case DATA_LOADED: DataLoaded?.Invoke(null, new GameEventArgs(type)); break; case FAIL_DATA_LOADING: FailDataLoading?.Invoke(null, new GameEventArgs(type)); break; } }