示例#1
0
 public void OnDoorOpened()
 {
     UnlockDoor();
     DoorOpenEvent?.Invoke(this, new DoorEventArgs()
     {
         DoorOpen = DoorOpen, DoorClosed = DoorClosed
     });
 }
示例#2
0
 //Notify
 public void OnDoorOpen(bool doorOpen)
 {
     DoorOpenedValue = doorOpen;
     DoorOpenEvent?.Invoke(this, new DoorOpenEventArgs()
     {
         DoorOpened = DoorOpenedValue
     });
 }
示例#3
0
        private void OnDoorOpens(IEventData eventData)
        {
            DoorOpenEvent doorEvent = eventData as DoorOpenEvent;
            Entity        door      = doorEvent.Door;
            Cell          cell      = mapManager.Map[door.CellTransform.Position];

            if (cell != null && cell.Visibility == VisibilityType.Visible)
            {
                Refresh();
                gameManager.Renderer.RefreshVisibility();                 // TODO: switch this to a reactive system using VisibilityRefreshedEvent
            }
        }
示例#4
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 public void OnUserOpensDoor()
 {
     Console.WriteLine("[Door opens]");
     DoorOpenEvent?.Invoke(this, new DoorOpenEventArgs());
 }
示例#5
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 protected virtual void DoorOpenChanged(DoorOpenChangedEventArgs e)
 {
     DoorOpenEvent?.Invoke(this, e);
 }
示例#6
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 protected virtual void OnDoorClosed(EventArgDoorOpen e)
 {
     DoorOpenEvent?.Invoke(this, e);
 }
示例#7
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 public virtual void OnDoorOpened()
 {
     DoorOpenEvent?.Invoke(this, EventArgs.Empty);
 }
示例#8
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 protected virtual void WhenDoorOpen(DoorEventArgs e)
 {
     DoorOpenEvent?.Invoke(this, e);
 }
示例#9
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 protected virtual void RaiseDoorOpenEvent()
 {
     DoorOpenEvent?.Invoke(this, EventArgs.Empty);
 }
示例#10
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 private void OnNewOpenDoorStatus(DoorStatusEventArgs e)
 {
     DoorOpenEvent?.Invoke(this, e);
 }