public virtual bool Remove(GameObject obj) { attachedObjects.Remove(obj); ObjectRemoved?.Invoke(obj); return(true); }
internal void DispatchObjectRemoved(DisplayObject target) { if (ObjectRemoved != null) { ObjectRemoved.Invoke(target); } }
private static void Script_Destroyed(object obj) { if (obj is T script) { if (cachedObjects.Contains(script)) { Debug.Log("Trying to destroy an object that has already been destroyed."); } else { foreach (var manager in managers) { manager.Remove(script); } script.transform.SetParent(deadObjectContainer); script.gameObject.SetActive(false); cachedObjects.Enqueue(script); ObjectRemoved?.Invoke(script); } } else { Debug.LogError($"Somehow this factory subscribed to the Destroy event on an object of type {obj.GetType()} when it was supposed to be of type {typeof(T)}"); } }
private void Remove(string objectId) { lock (_objects) { _objects.Remove(objectId); } ObjectRemoved?.Invoke(this, objectId); }
/// <summary>Invokes <see cref="ObjectRemoved"/> and <see cref="CollectionChanged"/> events.</summary> /// <param name="item">Removed item.</param> protected virtual void InvokeObjectRemoved(TObject item) { Verify.Argument.IsNotNull(item, nameof(item)); item.MarkAsDeleted(); ObjectRemoved?.Invoke(this, CreateEventArgs(item)); CollectionChanged?.Invoke(this, new NotifyCollectionChangedEventArgs( NotifyCollectionChangedAction.Remove, item)); }
/// <summary> /// Sets the terrain at the given objects location to the given object, overwriting any terrain already present there. /// </summary> /// <param name="terrain">Terrain to replace the current terrain with. <paramref name="terrain"/> must have its /// <see cref="IGameObject.IsStatic"/> flag set to true and its <see cref="IHasLayer.Layer"/> must be 0, or an exception will be thrown.</param> public void SetTerrain(IGameObject terrain) { if (terrain.Layer != 0) { throw new ArgumentException($"Terrain for Map must reside on layer 0.", nameof(terrain)); } if (!terrain.IsStatic) { throw new ArgumentException($"Terrain for Map must be marked static via its {nameof(IGameObject.IsStatic)} flag.", nameof(terrain)); } if (terrain.CurrentMap != null) { throw new ArgumentException($"Cannot add terrain to more than one {nameof(Map)}.", nameof(terrain)); } if (!this.Contains(terrain.Position)) { throw new ArgumentException($"Terrain added to map must be within the bounds of that map."); } if (!terrain.IsWalkable) { foreach (var obj in Entities.GetItems(terrain.Position)) { if (!obj.IsWalkable) { throw new Exception("Tried to place non-walkable terrain at a location that already has another non-walkable item."); } } } var oldTerrain = _terrain[terrain.Position]; if (oldTerrain != null) { oldTerrain.OnMapChanged(null); ObjectRemoved?.Invoke(this, new ItemEventArgs <IGameObject>(oldTerrain, oldTerrain.Position)); } _terrain[terrain.Position] = terrain; terrain.OnMapChanged(this); ObjectAdded?.Invoke(this, new ItemEventArgs <IGameObject>(terrain, terrain.Position)); }
public void Remove <T>(T obj) where T : Sprite { if (obj == null) { return; } lock (syncLock) { if (obj is Aisling) { _aislings.Remove(obj); } if (obj is Monster) { _monsters.Remove(obj); } if (obj is Mundane) { _mundanes.Remove(obj); } if (obj is Money) { _money.Remove(obj); } if (obj is Item) { _items.Remove(obj); } ObjectRemoved?.Invoke(obj); } }
/// <summary> /// Constructor. Constructs map with the given terrain layer, determining width/height based on the width/height of that terrain layer. /// </summary> /// <remarks> /// Because of the way polymorphism works for custom classes in C#, the <paramref name="terrainLayer"/> parameter MUST be of type /// <see cref="ISettableMapView{IGameObject}"/>, rather than <see cref="ISettableMapView{T}"/> where T is a type that derives from or implements /// <see cref="IGameObject"/>. If you need to use a map view storing type T rather than IGameObject, use the /// <see cref="CreateMap{T}(ISettableMapView{T}, int, Distance, uint, uint, uint)"/> function to create the map. /// </remarks> /// <param name="terrainLayer">The <see cref="ISettableMapView{IGameObject}"/> that represents the terrain layer for this map. After the /// map has been created, you should use the <see cref="SetTerrain(IGameObject)"/> function to modify the values in this map view, rather /// than setting the values via the map view itself -- if you re-assign the value at a location via the map view, the /// <see cref="ObjectAdded"/>/<see cref="ObjectRemoved"/> events are NOT guaranteed to be called, and many invariants of map may not be properly /// enforced.</param> /// <param name="numberOfEntityLayers">Number of non-terrain layers for the map.</param> /// <param name="distanceMeasurement"><see cref="Distance"/> measurement to use for pathing/measuring distance on the map.</param> /// <param name="layersBlockingWalkability">Layer mask containing those layers that should be allowed to have items that block walkability. /// Defaults to all layers.</param> /// <param name="layersBlockingTransparency">Layer mask containing those layers that should be allowed to have items that block FOV. /// Defaults to all layers.</param> /// <param name="entityLayersSupportingMultipleItems">Layer mask containing those layers that should be allowed to have multiple objects at the same /// location on the same layer. Defaults to no layers.</param> public Map(ISettableMapView <IGameObject> terrainLayer, int numberOfEntityLayers, Distance distanceMeasurement, uint layersBlockingWalkability = uint.MaxValue, uint layersBlockingTransparency = uint.MaxValue, uint entityLayersSupportingMultipleItems = 0) { _terrain = terrainLayer; Explored = new ArrayMap <bool>(_terrain.Width, _terrain.Height); _entities = new LayeredSpatialMap <IGameObject>(numberOfEntityLayers, 1, entityLayersSupportingMultipleItems); LayersBlockingWalkability = layersBlockingWalkability; LayersBlockingTransparency = layersBlockingTransparency; _entities.ItemAdded += (s, e) => ObjectAdded?.Invoke(this, e); _entities.ItemRemoved += (s, e) => ObjectRemoved?.Invoke(this, e); _entities.ItemMoved += (s, e) => ObjectMoved?.Invoke(this, e); if (layersBlockingTransparency == 1) // Only terrain so we optimize { TransparencyView = new LambdaMapView <bool>(_terrain.Width, _terrain.Height, c => _terrain[c] == null || _terrain[c].IsTransparent); } else { TransparencyView = new LambdaMapView <bool>(_terrain.Width, _terrain.Height, FullIsTransparent); } if (layersBlockingWalkability == 1) // Similar, only terrain blocks, so optimize { WalkabilityView = new LambdaMapView <bool>(_terrain.Width, _terrain.Height, c => _terrain[c] == null || _terrain[c].IsWalkable); } else { WalkabilityView = new LambdaMapView <bool>(_terrain.Width, _terrain.Height, FullIsWalkable); } _fov = new FOV(TransparencyView); AStar = new AStar(WalkabilityView, distanceMeasurement); }
/// <summary> /// /// </summary> protected virtual void OnObjectRemoved(HlaObjectEventArgs e) { ObjectRemoved?.Invoke(this, e);// Raise the event. }
public static void RemoveObject(GameObject gameObject) { sceneObjects.Remove(gameObject); SceneObjectListChanged?.Invoke(gameObject, new EventArgs()); ObjectRemoved?.Invoke(gameObject, new EventArgs()); }