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1 |
| -Documentation |
| 1 | +# Documentation |
| 2 | + |
| 3 | +## Game Events |
| 4 | +The library provides two types of game events: |
| 5 | +- `GameEvent` without arguments. |
| 6 | +- `ArgumentGameEvent` which accept arguments. |
| 7 | + |
| 8 | +### Game event assets |
| 9 | +The core of events is game event `ScriptableObject` assets. They store game event listeners and notify them when an event is raised. |
| 10 | + |
| 11 | +To use game events, create an appropriate game event type asset (where _"Argument Name"_ is type of the argument that you are going to be passing to your events): |
| 12 | +- `GameEvent` - _Right Click -> Create -> Game Events -> Game Event_ |
| 13 | +- `ArgumentGameEvent` - _Right Click -> Create -> Game Events -> "Argument Name" Game Event_ |
| 14 | + |
| 15 | +Event assets can be referenced and raised in scripts directly or used in `UnityEvent` fields: |
| 16 | +```cs |
| 17 | +public class SceneManager : MonoBehaviour |
| 18 | +{ |
| 19 | + // Reference GameEvent directly. |
| 20 | + [SerializedField] |
| 21 | + private GameEvent startSceneGameEvent = default; |
| 22 | + |
| 23 | + // Or inside UnityEvent. |
| 24 | + [SerializedField] |
| 25 | + private UnityEvent onStartScene = default; |
| 26 | + |
| 27 | + private void Start() |
| 28 | + { |
| 29 | + if (startSceneGameEvent != null) |
| 30 | + { |
| 31 | + startSceneGameEvent.RaiseGameEvent(); |
| 32 | + } |
| 33 | + |
| 34 | + onStartScene.Invoke(); |
| 35 | + } |
| 36 | +} |
| 37 | +``` |
| 38 | + |
| 39 | +### Custom game events |
| 40 | +If you need to define a game event which accepts custom arguments, extend `GameEvents.Generic.ArgumentGameEvent` class: |
| 41 | +```cs |
| 42 | +[CreateAssetMenu(fileName = "CustomGameEvent", menuName = "Game Events/Custom Game Event")] |
| 43 | +public class CustomGameEvent : ArgumentGameEvent<Custom> |
| 44 | +{ |
| 45 | +} |
| 46 | +``` |
| 47 | + |
| 48 | +In order to enable raising of custom game events from the inspector, create a `CustomEditor` script where the argument fields are going to be drawn. To do so, define an editor script, extend `GameEvents.Generic.ArgumentGameEventEditor` and override `DrawArgumentField(Custom)` . Make sure to place this script under the `Editor` folder: |
| 49 | +```cs |
| 50 | +[CustomEditor(typeof(CustomGameEvent))] |
| 51 | +public class CustomGameEventEditor : ArgumentGameEventEditor<CustomGameEvent, Custom> |
| 52 | +{ |
| 53 | + protected override Custom DrawArgumentField(Custom value) |
| 54 | + { |
| 55 | + // Draw Custom value input fields here. |
| 56 | + } |
| 57 | +} |
| 58 | +``` |
| 59 | + |
| 60 | +### Game event listeners |
| 61 | +Game events can be listened to by listener components. To use listeners, you need to create an appropriate listener component: |
| 62 | +- `GameEvent` - _Add Component -> Game Events -> Game Event Listener_ |
| 63 | +- `ArgumentGameEvent` - _Add Component -> Game Events -> "Argument Name" Game Event Listener_ |
| 64 | + |
| 65 | +Once the component is added, slot in the appropriate `GameEvent` you want the listener to listen to and add your response methods to `onGameEvent` callback via the inspector. |
| 66 | + |
| 67 | +### Custom game event listeners |
| 68 | +Custom game event listeners which accept different arguments can also be created. First of all, create a `UnityEvent` which would accept your `Custom` type: |
| 69 | +```cs |
| 70 | +[Serializable] |
| 71 | +public class CustomEvent : UnityEvent<Custom> |
| 72 | +{ |
| 73 | +} |
| 74 | +``` |
| 75 | + |
| 76 | +Then, create a custom game event listener which. This can be done by extending `GameEvents.Generic.ArgumentGameEventListener` class. |
| 77 | +```cs |
| 78 | +[AddComponentMenu("Game Events/Custom Game Event Listener")] |
| 79 | +public class CustomGameEventListener : ArgumentGameEventListener<CustomGameEvent, CustomEvent, Custom> |
| 80 | +{ |
| 81 | +} |
| 82 | +``` |
| 83 | + |
| 84 | +### Examples |
| 85 | +Import the `GameEvents` samples which show how to use game events in various situations. |
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