示例#1
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 //Notify
 public void OnDoorOpen(bool doorOpen)
 {
     DoorOpenedValue = doorOpen;
     DoorOpenEvent?.Invoke(this, new DoorOpenEventArgs()
     {
         DoorOpened = DoorOpenedValue
     });
 }
示例#2
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 public void OnDoorOpened()
 {
     UnlockDoor();
     DoorOpenEvent?.Invoke(this, new DoorEventArgs()
     {
         DoorOpen = DoorOpen, DoorClosed = DoorClosed
     });
 }
示例#3
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    //   public UnityEvent OnRequestDoorOpen;

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            //  OnRequestDoorOpen?.Invoke();

            OnDoorToggle?.Invoke("door name", 1);
        }
    }
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);
 }
示例#11
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 private void RoomCompleted()
 {
     OnDoorOpen.Invoke(currentDoorIndex++);
     currentGameState = GameStateProvider.GetCurrentGameState(); //Store the new current gamestate
 }