public void RegisterHandle_NullEvent_ThrowsException() { var handle = new UnityMessageEventHandle <UnityTestMessagePayload>(); var responseObject = new UnityTestMessageHandleResponseObject <UnityTestMessagePayload>(); Assert.Throws <UnityMessageHandleException>(() => handle.RegisterHandle(null, responseObject.OnResponse)); }
public void UnregisterHandleNotRegistered_ThrowsException() { var dispatcher = new UnityMessageEventDispatcher(); var handle = new UnityMessageEventHandle <UnityTestMessagePayload>(); Assert.Throws <UnityMessageHandleException>(() => dispatcher.UnregisterForMessageEvent <UnityTestMessagePayload>(handle)); }
private void RegisterForMessages() { _healthChangedEventHandle = _localDispatcher.RegisterForMessageEvent <HealthChangedMessage>(OnHealthChangedMessage); _maxHealthChangedEventHandle = _localDispatcher.RegisterForMessageEvent <MaxHealthChangedMessage>(OnMaxHealthChangedMessage); _staminaChangedEventHandle = _localDispatcher.RegisterForMessageEvent <StaminaChangedMessage>(OnStaminaChangedMessage); _maxStaminaChangedEventHandle = _localDispatcher.RegisterForMessageEvent <MaxStaminaChangedMessage>(OnMaxStaminaChangedMessage); _enterDeadActionStateHandle = _localDispatcher.RegisterForMessageEvent <EnterDeadActionStateMessage>(OnEnterDeadActionStateMessage); _leftDeadActionStateHandle = _localDispatcher.RegisterForMessageEvent <LeftDeadActionStateMessage>(OnLeftDeadActionStateMessage); _activeInteractableUpdatedHandle = _localDispatcher.RegisterForMessageEvent <ActiveInteractableUpdatedMessage>(OnActiveInteractableUpdated); _interactionStatusUpdatedHandle = _localDispatcher.RegisterForMessageEvent <InteractionStatusUpdatedMessage>(OnInteractionStatusUpdated); _enterCinematicCameraHandle = _localDispatcher.RegisterForMessageEvent <EnterCinematicCameraActionStateMessage>(OnEnterCinematicCameraActionStateMessage); _exitCinematicCameraHandle = _localDispatcher.RegisterForMessageEvent <ExitCinematicCameraActionStateMessage>(OnExitCinematicCameraActionStateMessage); _pauseStatusChangedHandle = _localDispatcher.RegisterForMessageEvent <PauseStatusChangedMessage>(OnPauseStatusChanged); _companionSlotsUpdatedHandle = _localDispatcher.RegisterForMessageEvent <CompanionSlotsUpdatedMessage>(OnCompanionSlotsUpdated); _saveTriggerActivatedHandle = _localDispatcher.RegisterForMessageEvent <SaveGameTriggerActivatedMessage>(OnSaveTriggerActivated); _gadgetUpdatedHandle = _localDispatcher.RegisterForMessageEvent <GadgetUpdatedMessage>(OnGadgetUpdated); }
private void RegisterForMessages() { _activeInteractableUpdatedHandle = Dispatcher.RegisterForMessageEvent <ActiveInteractableUpdatedUIMessage>(OnActiveInteractableUpdated); _interactionStatusUpdatedHandle = Dispatcher.RegisterForMessageEvent <InteractionStatusUpdatedUIMessage>(OnInteractionStatusUpdated); }
private void RegisterForTriggerMessages() { _triggerMessageHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <TriggerMessage> (TriggerObject, OnTrigger); _cancelTriggerMessageHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <CancelTriggerMessage> (TriggerObject, OnCancelTrigger); }
private void RegisterForMessages() { _textNotificationSentHandle = Dispatcher.RegisterForMessageEvent <TextNotificationSentUIMessage>(OnTextNotificationSent); _textNotificationClearedHandle = Dispatcher.RegisterForMessageEvent <TextNotificationClearedUIMessage>(OnTextNotificationCleared); }
protected override void OnStart() { LoadingProgressSlider = gameObject.GetComponentInChildren <Slider>(); ResetSlider(); LoadingProgressUpdatedMessageHandler = Dispatcher.RegisterForMessageEvent <LoadingProgressUpdatedUIMessage>(OnLoadProgressChanged); }
protected override void OnStart() { SliderComponent = gameObject.GetComponentInChildren <Slider>(); ResetSlider(); StaminaChangedMessageHandler = Dispatcher.RegisterForMessageEvent <StaminaChangedUIMessage>(OnStaminaChanged); MaxStaminaChangedMessageHandler = Dispatcher.RegisterForMessageEvent <MaxStaminaChangedUIMessage>(OnMaxStaminaChanged); }
protected override void OnStart() { foreach (var companionStatus in CompanionStates) { _companionSliders.Add(companionStatus.Slot, companionStatus.Status); } _slotsUpdatedHandle = Dispatcher.RegisterForMessageEvent <CompanionSlotsUpdatedUIMessage>(OnSlotsUpdated); }
protected override void OnStart() { HealthSlider = gameObject.GetComponentInChildren <Slider>(); ResetSlider(); HealthChangedMessageHandler = Dispatcher.RegisterForMessageEvent <HealthChangedUIMessage>(OnHealthChanged); MaxHealthChangedMessageHandler = Dispatcher.RegisterForMessageEvent <MaxHealthChangedUIMessage>(OnMaxHealthChanged); }
private void RegisterAnimalMessages() { _enterLocomotionHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <EnterLocomotionStateMessage>(gameObject, OnEnterLocomotion); _leaveLocomotionHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <LeaveLocomotionStateMessage>(gameObject, OnLeavingLocomotion); }
private void RegisterForMessages() { _enterDeadHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <EnterDeadActionStateMessage>(DetectingObject, OnEnterDeadActionState); _leftDeadHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <LeftDeadActionStateMessage>(DetectingObject, OnLeftDeadActionState); }
public void UnregisterMessageEvent_NullDispatcher_ExceptionThrown() { TestUnityMessageEventDispatcherInterface dispatcherInterface = null; var handle = new UnityMessageEventHandle <UnityTestMessagePayload>(); Assert.Throws <UnityMessageHandleException>(() => UnityMessageEventFunctions.UnregisterActionWithDispatcher(dispatcherInterface, handle)); }
public void UnregisterHandle_IsRegistered_False() { var handle = new UnityMessageEventHandle <UnityTestMessagePayload>(); var unityEvent = new UnityMessageEvent <UnityTestMessagePayload>(); var responseObject = new UnityTestMessageHandleResponseObject <UnityTestMessagePayload>(); handle.RegisterHandle(unityEvent, responseObject.OnResponse); handle.UnregisterHandle(unityEvent); Assert.IsFalse(handle.IsRegistered()); }
public void RegisterHandle_ActionIsAddedAsListener() { var handle = new UnityMessageEventHandle <UnityTestMessagePayload>(); var unityEvent = new UnityMessageEvent <UnityTestMessagePayload>(); var responseObject = new UnityTestMessageHandleResponseObject <UnityTestMessagePayload>(); handle.RegisterHandle(unityEvent, responseObject.OnResponse); unityEvent.Invoke(new UnityTestMessagePayload()); Assert.IsTrue(responseObject.ActionCalled); handle.UnregisterHandle(unityEvent); }
private void RegisterForMessages() { _enterDeadActionStateHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <EnterDeadActionStateMessage>(gameObject, OnEnterDeadActionState); _leftDeadActionStateHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <LeftDeadActionStateMessage>(gameObject, OnLeftDeadActionState); _pauseStatusChangedHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <PauseStatusChangedMessage>(gameObject, OnPauseStatusChanged); }
protected override void RegisterForDisturbance() { _healthChangedHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <HealthChangedMessage>(Owner, OnHealthChanged); }
protected override void RegisterForDisturbance() { _suspiciousObjectSightedHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <SuspiciousObjectSightedMessage>( Owner.gameObject, OnSuspiciousObjectSighted); }
private void RegisterMessages() { _updateUIEnabledHandle = Dispatcher.RegisterForMessageEvent <UpdateUIEnabledMessage>(OnUpdateUIEnabledMessage); }
private void RegisterMessages() { _emoteStateChangedHandle = Dispatcher.RegisterForMessageEvent <EmoteStatusChangedUIMessage>(OnEmoteStateChanged); }
public override void RegisterGoal() { _suspiciousObjectDetectedHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <SuspiciousObjectDetectedMessage>(Owner, OnSuspiciousObjectDetected); }
private void RegisterForMessages() { _enterDeadActionStateHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <EnterDeadActionStateMessage>(gameObject, OnEnterDeadActionState); }
private void RegisterMessages() { _emoteStatusChangedHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <EmoteStatusChangedMessage>(gameObject, OnEmoteStatusChanged); }
private void RegisterMessages() { _requestInGameMenuActivationHandle = Dispatcher.RegisterForMessageEvent <RequestInGameMenuActivationMessage>(OnRequestInGameMenuActivation); _requestInGameMenuDeactivationHandle = Dispatcher.RegisterForMessageEvent <RequestInGameMenuDeactivationMessage>(OnRequestInGameMenuDeactivation); }
protected override void OnStart() { _audioSource = gameObject.GetComponent <AudioSource>(); _displayToastHandle = Dispatcher.RegisterForMessageEvent <DisplayToastUIMessage>(OnDisplayToastUIMessage); gameObject.SetActive(false); }
protected override void OnStart() { ClearMessage(); _requestDialogueHandle = Dispatcher.RegisterForMessageEvent <RequestDialogueUIMessage>(OnRequestDialogueUIMessage); }
private void RegisterForMessages() { _healthChangedEventHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <HealthChangedMessage>(gameObject, OnHealthChangedMessage); }
protected override void OnStart() { GadgetCount.text = "0"; _gadgetUpdatedHandle = Dispatcher.RegisterForMessageEvent <GadgetUpdatedUIMessage>(OnGadgetUpdated); }
public void NewHandle_IsRegistered_False() { var handle = new UnityMessageEventHandle <UnityTestMessagePayload>(); Assert.IsFalse(handle.IsRegistered()); }
public void RegisterHandle_NullAction_ThrowsException() { var handle = new UnityMessageEventHandle <UnityTestMessagePayload>(); Assert.Throws <UnityMessageHandleException>(() => handle.RegisterHandle(new UnityMessageEvent <UnityTestMessagePayload>(), null)); }