public static void AddListener(string eventName, UnityAction <GameEventArgs> listener) { UnityGameEvent thisEvent = null; if (_eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.AddListener(listener); } else { thisEvent = new UnityGameEvent(); thisEvent.AddListener(listener); _eventDictionary.Add(eventName, thisEvent); } }
public static void StartListening(string eventName, UnityAction <GameMessage> listener) { UnityGameEvent thisEvent = null; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.AddListener(listener); } else { thisEvent = new UnityGameEvent(); thisEvent.AddListener(listener); instance.eventDictionary.Add(eventName, thisEvent); } }
public static void Attach(string eventName, UnityAction <GameMessage> eventToAttach) { //use this to attach events to other events, this way making ordered event chains //??? or use stateMachines??? UnityGameEvent thisEvent = null; if (Instance.attachmentsDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.AddListener(eventToAttach); } else { thisEvent = new UnityGameEvent(); thisEvent.AddListener(eventToAttach); Instance.attachmentsDictionary.Add(eventName, thisEvent); } }