protected override void GunnerInputUpdateHandler(PlayerGunner group) { var handler = new GunnerInputUpdateHandler(); handler.System = this; handler.Group = group; handler.Execute(); }
protected override void PlayerGunnerCreated(PlayerGunner data, PlayerGunner group) { var handler = new PlayerGunnerCreated(); handler.System = this; handler.Event = data; handler.Group = group; handler.Execute(); }
protected virtual void PlayerGunnerCreated(PlayerGunner data, PlayerGunner group) { var handler = new PlayerGunnerCreated(); handler.System = this; handler.Event = data; handler.Group = group; handler.Execute(); }
protected override void PlayerSystemOnCollisionEnterHandler(uFrame.ECS.OnTriggerEnterDispatcher data, Hazard collider, PlayerGunner source) { var handler = new PlayerSystemOnCollisionEnterHandler(); handler.System = this; handler.Event = data; handler.Collider = collider; handler.Source = source; handler.Execute(); }
protected override void PlayerGunnerComponentDestroyed(PlayerGunner data, PlayerGunner group) { var handler = new PlayerGunnerComponentDestroyed(); handler.System = this; handler.Event = data; handler.Group = group; handler.Execute(); }
protected void PlayerGunnerComponentDestroyedFilter(PlayerGunner data) { var GroupItem = PlayerGunnerManager[data.EntityId]; if (GroupItem == null) { return; } if (!GroupItem.Enabled) { return; } this.PlayerGunnerComponentDestroyed(data, GroupItem); }
protected virtual void PlayerSystemOnCollisionEnterHandler(uFrame.ECS.OnTriggerEnterDispatcher data, Hazard collider, PlayerGunner source) { var handler = new PlayerSystemOnCollisionEnterHandler(); handler.System = this; handler.Event = data; handler.Collider = collider; handler.Source = source; handler.Execute(); }
protected void PlayerGunnerCreatedFilter(PlayerGunner data) { var GroupItem = PlayerGunnerManager[data.EntityId]; if (GroupItem == null) { return; } if (!GroupItem.Enabled) { return; } this.PlayerGunnerCreated(data, GroupItem); }
protected virtual void PlayerGunnerComponentDestroyed(PlayerGunner data, PlayerGunner group) { var handler = new PlayerGunnerComponentDestroyed(); handler.System = this; handler.Event = data; handler.Group = group; handler.Execute(); }