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));
        }
示例#3
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        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);
        }
示例#4
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        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);
        }
示例#7
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        protected override void OnStart()
        {
            LoadingProgressSlider = gameObject.GetComponentInChildren <Slider>();

            ResetSlider();

            LoadingProgressUpdatedMessageHandler = Dispatcher.RegisterForMessageEvent <LoadingProgressUpdatedUIMessage>(OnLoadProgressChanged);
        }
示例#8
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        protected override void OnStart()
        {
            SliderComponent = gameObject.GetComponentInChildren <Slider>();

            ResetSlider();

            StaminaChangedMessageHandler    = Dispatcher.RegisterForMessageEvent <StaminaChangedUIMessage>(OnStaminaChanged);
            MaxStaminaChangedMessageHandler = Dispatcher.RegisterForMessageEvent <MaxStaminaChangedUIMessage>(OnMaxStaminaChanged);
        }
示例#9
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        protected override void OnStart()
        {
            foreach (var companionStatus in CompanionStates)
            {
                _companionSliders.Add(companionStatus.Slot, companionStatus.Status);
            }

            _slotsUpdatedHandle = Dispatcher.RegisterForMessageEvent <CompanionSlotsUpdatedUIMessage>(OnSlotsUpdated);
        }
示例#10
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        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);
        }
示例#12
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        private void RegisterForMessages()
        {
            _enterDeadHandle =
                UnityMessageEventFunctions.RegisterActionWithDispatcher <EnterDeadActionStateMessage>(DetectingObject,
                                                                                                      OnEnterDeadActionState);

            _leftDeadHandle =
                UnityMessageEventFunctions.RegisterActionWithDispatcher <LeftDeadActionStateMessage>(DetectingObject,
                                                                                                     OnLeftDeadActionState);
        }
示例#13
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        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);
        }
示例#16
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        private void RegisterForMessages()
        {
            _enterDeadActionStateHandle =
                UnityMessageEventFunctions.RegisterActionWithDispatcher <EnterDeadActionStateMessage>(gameObject,
                                                                                                      OnEnterDeadActionState);

            _leftDeadActionStateHandle =
                UnityMessageEventFunctions.RegisterActionWithDispatcher <LeftDeadActionStateMessage>(gameObject,
                                                                                                     OnLeftDeadActionState);

            _pauseStatusChangedHandle =
                UnityMessageEventFunctions.RegisterActionWithDispatcher <PauseStatusChangedMessage>(gameObject,
                                                                                                    OnPauseStatusChanged);
        }
示例#17
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 protected override void RegisterForDisturbance()
 {
     _healthChangedHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <HealthChangedMessage>(Owner, OnHealthChanged);
 }
 protected override void RegisterForDisturbance()
 {
     _suspiciousObjectSightedHandle =
         UnityMessageEventFunctions.RegisterActionWithDispatcher <SuspiciousObjectSightedMessage>(
             Owner.gameObject, OnSuspiciousObjectSighted);
 }
示例#19
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 private void RegisterMessages()
 {
     _updateUIEnabledHandle =
         Dispatcher.RegisterForMessageEvent <UpdateUIEnabledMessage>(OnUpdateUIEnabledMessage);
 }
 private void RegisterMessages()
 {
     _emoteStateChangedHandle = Dispatcher.RegisterForMessageEvent <EmoteStatusChangedUIMessage>(OnEmoteStateChanged);
 }
示例#21
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 public override void RegisterGoal()
 {
     _suspiciousObjectDetectedHandle =
         UnityMessageEventFunctions.RegisterActionWithDispatcher <SuspiciousObjectDetectedMessage>(Owner, OnSuspiciousObjectDetected);
 }
示例#22
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 private void RegisterForMessages()
 {
     _enterDeadActionStateHandle =
         UnityMessageEventFunctions.RegisterActionWithDispatcher <EnterDeadActionStateMessage>(gameObject, OnEnterDeadActionState);
 }
 private void RegisterMessages()
 {
     _emoteStatusChangedHandle =
         UnityMessageEventFunctions.RegisterActionWithDispatcher <EmoteStatusChangedMessage>(gameObject,
                                                                                             OnEmoteStatusChanged);
 }
示例#24
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 private void RegisterMessages()
 {
     _requestInGameMenuActivationHandle   = Dispatcher.RegisterForMessageEvent <RequestInGameMenuActivationMessage>(OnRequestInGameMenuActivation);
     _requestInGameMenuDeactivationHandle = Dispatcher.RegisterForMessageEvent <RequestInGameMenuDeactivationMessage>(OnRequestInGameMenuDeactivation);
 }
示例#25
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 protected override void OnStart()
 {
     _audioSource        = gameObject.GetComponent <AudioSource>();
     _displayToastHandle = Dispatcher.RegisterForMessageEvent <DisplayToastUIMessage>(OnDisplayToastUIMessage);
     gameObject.SetActive(false);
 }
示例#26
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 protected override void OnStart()
 {
     ClearMessage();
     _requestDialogueHandle =
         Dispatcher.RegisterForMessageEvent <RequestDialogueUIMessage>(OnRequestDialogueUIMessage);
 }
示例#27
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 private void RegisterForMessages()
 {
     _healthChangedEventHandle = UnityMessageEventFunctions.RegisterActionWithDispatcher <HealthChangedMessage>(gameObject, OnHealthChangedMessage);
 }
示例#28
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 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));
        }