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.
|
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...
|
|
|
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...
|
|
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.
virtual void plyBloxKit.plyEventHandler.AddEvent |
( |
plyEvent |
e | ) |
|
|
virtual |
This is called to add an event that this handler should handle.
- Parameters
-
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.