public void AddListener(object key, ExecutionPriority priority, Action action) { if (Values == null) { Values = new Dictionary <object, List <NoneHandler> >(); } if (IsHandler(key, action)) { return; } if (IsHandlerKey(key)) { var values = Values[key]; values.Add(new NoneHandler(priority, action)); Values[key] = values.OrderBy(obj => obj.Priority).ToList(); } else { var values = new List <NoneHandler> { new NoneHandler(priority, action) }; Values.Add(key, values); } }
public MBehaviour(ExecutionPriority priority = ExecutionPriority.Mid, float executionOrder = 0, bool isActive = true) { this.priority = priority; this.executionOrder = executionOrder; this.IsActive = isActive; //MBehaviourController.AddBehaviour(this); }
public void AddListener(ExecutionPriority priority, Action <Ray, int> action) { if (Values == null) { Values = new List <RayHandler>(); } if (IsHandler(action)) { return; } Values.Add(new RayHandler(priority, action)); }
public void AddListener(ExecutionPriority priority, Action <GameObject, int> action) { if (Values == null) { Values = new List <GameIntHandler>(); } if (IsHandler(action)) { return; } Values.Add(new GameIntHandler(priority, action)); Sort(); }
public void AddListener(ExecutionPriority priority, Action <int, float> action) { if (Values == null) { Values = new List <IntFloatHandler>(); } if (IsHandler(action)) { return; } Values.Add(new IntFloatHandler(priority, action)); Sort(); }
public void AddListener(ExecutionPriority priority, Action <Vector3> action) { if (Values == null) { Values = new List <Vector3Handler>(); } if (IsHandler(action)) { return; } Values.Add(new Vector3Handler(priority, action)); Sort(); }
public GameIntHandler(ExecutionPriority priority, Action <GameObject, int> action) { Priority = priority; this.Action = action; }
public Vector3Handler(ExecutionPriority priority, Action <Vector3> action) { this.Priority = priority; this.Action = action; }
public RayHandler(ExecutionPriority priority, Action <Ray, int> action) { Priority = priority; this.Action = action; }
public NoneHandler(ExecutionPriority priority, Action action) { this.Priority = priority; this.Action = action; }
public BaseAction(ExecutionPriority priority) { ActionProperties = new ObservableCollection <ActionProperty>(); ExecutionOrder = priority; }
public static void AddListener(Action <int> action, ExecutionPriority priority = ExecutionPriority.Mid) { Values.AddListener(priority, action); }
/// <summary> /// 添加自身抓取事件 /// </summary> /// <param name="key">自身Object</param> /// <param name="action">委托</param> /// <param name="priority">优先级</param> public static void AddGrabObject(this GameObject key, Action <int> action, ExecutionPriority priority = ExecutionPriority.Mid) { AddListener(key, action, priority); }
public static void AddListener(GameObject key, Action <int> action, ExecutionPriority priority = ExecutionPriority.Mid) { Value.AddListener(key, priority, action); }
public static void AddListener(GameObject key, Action <GameObject, Vector3, Quaternion, int> action, ExecutionPriority level = ExecutionPriority.Mid) { if (Values == null) { Values = new Dictionary <GameObject, List <UpdateObjectEventHandler> >(); } if (IsHandler(key, action)) { return; } if (IsHandlerKey(key)) { List <UpdateObjectEventHandler> values = Values[key]; values.Add(new UpdateObjectEventHandler(level, action)); Values[key] = values; } else { List <UpdateObjectEventHandler> values = new List <UpdateObjectEventHandler>(); values.Add(new UpdateObjectEventHandler(level, action)); Values.Add(key, values); } }
public UpdateObjectEventHandler(ExecutionPriority level, Action <GameObject, Vector3, Quaternion, int> action) { Level = level; this.action = action; }
internal Operator(char operatorCharacter, Func <IMathComponent, IMathComponent, double> func, ExecutionPriority executionPriority) { OperatorCharacter = operatorCharacter; OperatorFunction = func; ExecutionPriority = executionPriority; }
public RaycastHitHandler(ExecutionPriority priority, Action <RaycastHit, int> action) { this.Priority = priority; this.Action = action; }
public IntFloatHandler(ExecutionPriority priority, Action <int, float> action) { this.Priority = priority; this.Action = action; }
/// <summary> /// Registers operator for use in calculator /// </summary> /// <param name="operatorCharacter">Unique character for this operator</param> /// <param name="func">Mathematical operation performed on two math components</param> /// <param name="executionPriority">Execution priority of this operator</param> /// <returns>New operator instance</returns> public static Operator RegisterOperator(char operatorCharacter, Func <IMathComponent, IMathComponent, double> func, ExecutionPriority executionPriority) { Operator @operator = new Operator(operatorCharacter, func, executionPriority); operators.Add(@operator); return(@operator); }