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plyBloxKit.plyEventHandler Class Reference

Base class for all Event handlers. When defining new Events you also need to define a handler, or handlers, for those events. The Event.HandlerType override is used to specify that this Handler can handle that specific Event. Handlers can obviously handle more than one Event type and is recommended where possible. Since a handler is simply a MonoBehaviour, or Component, it will be added to the GameObject that has an Event, in its plyBlox, that needs to be handled. So you can assume that anything that works in a Behavior will work in the Event Handler, like Update, OnTriggerEnter, etc. More...

Inherits MonoBehaviour.

Inherited by plyBloxKit.EventHandler_Application, plyBloxKit.EventHandler_Collision1, plyBloxKit.EventHandler_Collision2, plyBloxKit.EventHandler_MouseInput1, plyBloxKit.EventHandler_MouseInput2, plyBloxKit.EventHandler_OnGUI, plyBloxKit.EventHandler_Trigger, plyBloxKit.EventHandler_Trigger2, plyGame.EventHandler_Actor, plyGame.EventHandler_Attributes, plyGame.EventHandler_Factions, plyGame.EventHandler_Item, plyGame.EventHandler_NPC, plyGame.EventHandler_ObjectInteract, plyGame.EventHandler_OnGUIScreens, plyGame.EventHandler_PlayerManager, plyGame.EventHandler_Skills, plyGame.EventHandler_SpawnPoint, plyGame.EventHandler_Targeting, and plyGame.EventHandler_TATrigger.

Public Member Functions

virtual void StateChanged ()
 This is called when the State changes. The handler should now clean up any event lists that it is keeping as they are now invalid. More...
 
virtual void AddEvent (plyEvent e)
 This is called to add an event that this handler should handle. More...
 
virtual void CheckEvents ()
 Called when plyBlox is done adding Events. This is a good time to check if this Handler has no events and disable itself if there is nothing for it to do. More...
 

Protected Member Functions

void Awake ()
 Called by Unity. See MonoBehaviour for more info. More...
 
void RunEvents (List< plyEvent > events, params plyEventArg[] args)
 Will execute the events from the list and stop as soon as one changes the state or when there are no more events to run. More...
 

Protected Attributes

plyBlox bloxObject
 The blox object that this handler is in at runtime.
 

Detailed Description

Base class for all Event handlers. When defining new Events you also need to define a handler, or handlers, for those events. The Event.HandlerType override is used to specify that this Handler can handle that specific Event. Handlers can obviously handle more than one Event type and is recommended where possible. Since a handler is simply a MonoBehaviour, or Component, it will be added to the GameObject that has an Event, in its plyBlox, that needs to be handled. So you can assume that anything that works in a Behavior will work in the Event Handler, like Update, OnTriggerEnter, etc.

Member Function Documentation

virtual void plyBloxKit.plyEventHandler.AddEvent ( plyEvent  e)
virtual

This is called to add an event that this handler should handle.

Parameters
eThe plyEvent that should be handled.
void plyBloxKit.plyEventHandler.Awake ( )
protected

Called by Unity. See MonoBehaviour for more info.

virtual void plyBloxKit.plyEventHandler.CheckEvents ( )
virtual

Called when plyBlox is done adding Events. This is a good time to check if this Handler has no events and disable itself if there is nothing for it to do.

void plyBloxKit.plyEventHandler.RunEvents ( List< plyEvent events,
params plyEventArg[]  args 
)
protected

Will execute the events from the list and stop as soon as one changes the state or when there are no more events to run.

virtual void plyBloxKit.plyEventHandler.StateChanged ( )
virtual

This is called when the State changes. The handler should now clean up any event lists that it is keeping as they are now invalid.