void RegisterForUnityHooks( ) { SyncEventListeners( ); //if our game object reference was changed then we need to reset event listeners if (local_4_UnityEngine_GameObject_previous != local_4_UnityEngine_GameObject || false == m_RegisteredForEvents) { //tear down old listeners local_4_UnityEngine_GameObject_previous = local_4_UnityEngine_GameObject; //setup new listeners } //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_5) { { uScript_ProxyController component = owner_Connection_5.GetComponent <uScript_ProxyController>(); if (null == component) { component = owner_Connection_5.AddComponent <uScript_ProxyController>(); } if (null != component) { component.OnHit += Instance_OnHit_0; } } } } }
//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_4_UnityEngine_GameObject_previous != local_4_UnityEngine_GameObject || false == m_RegisteredForEvents) { //tear down old listeners local_4_UnityEngine_GameObject_previous = local_4_UnityEngine_GameObject; //setup new listeners } if (null == owner_Connection_5 || false == m_RegisteredForEvents) { owner_Connection_5 = parentGameObject; if (null != owner_Connection_5) { { uScript_ProxyController component = owner_Connection_5.GetComponent <uScript_ProxyController>(); if (null == component) { component = owner_Connection_5.AddComponent <uScript_ProxyController>(); } if (null != component) { component.OnHit += Instance_OnHit_0; } } } } }
void UnregisterEventListeners( ) { if (null != owner_Connection_5) { { uScript_ProxyController component = owner_Connection_5.GetComponent <uScript_ProxyController>(); if (null != component) { component.OnHit -= Instance_OnHit_0; } } } }
void Instance_OnHit_0(object o, uScript_ProxyController.ProxyControllerCollisionEventArgs e) { //fill globals event_UnityEngine_GameObject_GameObject_0 = e.GameObject; event_UnityEngine_GameObject_Controller_0 = e.Controller; event_UnityEngine_GameObject_Collider_0 = e.Collider; event_UnityEngine_GameObject_RigidBody_0 = e.RigidBody; event_UnityEngine_GameObject_Transform_0 = e.Transform; event_UnityEngine_GameObject_Point_0 = e.Point; event_UnityEngine_GameObject_Normal_0 = e.Normal; event_UnityEngine_GameObject_MoveDirection_0 = e.MoveDirection; event_UnityEngine_GameObject_MoveLength_0 = e.MoveLength; //relay event to nodes Relay_OnHit_0( ); }