I have an events manager with many events listed
public class EventsManager : MonoBehaviour
{
public static EventsManager current;
private void Awake()
{
current = this;
}
public event Action onStartSession;
public void StartExperience() { onStartSession?.Invoke(); }
public event Action onPauseSession;
public void PauseExperience() { onPauseSession?.Invoke(); }
public event Action onResumeSession;
public void ResumeExperience() { onResumeSession?.Invoke(); }
}
Is it possible to have a dropdown in the inspector for another object where I can select a function from the Events Manager?
I tries something like this but it didn't work
public class BtnController : MonoBehaviour
{
private AssetBundle assetBundle;
public Func<EventsManager> trigger;
...
}
I cannot see the list of the public functions when I select a button which has the BtnController.
I am using an Events Trigger component already so that wouldn't solve the problem.
So in general the Unity Serializer only serializes types that are [Serializable] which neither Action nor Func (or in generaldelegate are.
There are for sure a couple of alternatives.
The simplest would be to use an enum like
public enum EventType
{
Start,
Pause,
Resume,
// ...
}
and then attach listeners like e.g.
public void ListenTo(EventType type, Action callback)
{
switch(type)
{
case EventType.Start:
onStartSession += callback;
break;
case ....
}
}
This EventType can now be exposed in the Inspector.
In general you should make those then
public event Action onStartSession;
so really only this class can invoke them.
Related
Hi I'm a completely new to coding and am trying to create a card game. I've watched some tutorials and tried to take things into my own hands but cant seem to figure out something. I currently have a BattleState set up;
public enum BattleState { START, PLAYERMAINPHASE, PLAYERBATTLEPHASE, PLAYERENCORESTEP, ENEMYTURN, WON, LOST }
and would like it so when i change the BattleState with a script, it changes it for every other script that references this BattleState. Sorry for the bad wording. Coding is rough :/
You can use interfaces, create an interface such as IBattleStateChanger and have a method on it
interface IBattleStateChanger{
void ChangeBattleState(YourClass.BattleState state);
}
Then on every script you want the value to change implement this interface as
ClassExample : IBattleStateChanger {}
This will then force you to create a method in the script to change the state
After that, whenever you want to change the value globally on the scripts where you implemented this interface, you can do a foreach loop finding each type of this interface such as
BattleState newState = BattleState.START;
foreach (var obj in FindObjectsOfType<IBattleStateChanger>){
obj.SetBattleState(newState);
}
You could use a static event and attach listeners/callbacks to it like e.g.
public enum BattleState
{
START, PLAYERMAINPHASE, PLAYERBATTLEPHASE, PLAYERENCORESTEP, ENEMYTURN, WON, LOST
}
public static class BattleStateMgr
{
private static BattleState _state;
public static BattleState State => _state;
public static event System.Action<BattleState> OnStateChange;
public static ChangeState(BattleState s)
{
_state = s;
OnStateChange?.Invoke(_state);
}
}
public class OtherScript : MonoBehaviour
{
private void Awake()
{
BattleStateMgr.OnStateChagne += OnBattleStateChange;
}
private void OnDestroy()
{
BattleStateMgr.OnStateChagne -= OnBattleStateChange;
}
private void OnBattleStateChange(BatlleState newState)
{
Debug.Log($"Changed Battle State to{newState}", this);
}
}
I believe you are confused about the scope of your variable. Each script you place an instance of the enum Battlestate, is a local version of that enum. If you want the reference to be global, you will need to have a central point where all scripts can grab this reference.
public class BattleManager : MonoBehaviour
{
private BattleState battleState;
// setter / getters
public BattleState GetBattleState(){return battleState; }
public void SetBattleState(BattleState state){ battleState = state; }
}
You are going to want to make a single script that holds the only reference to your enum Battlestate, then have your other scripts reference the variable.
public class OtherScript : MonoBehaviour
{
// assign this reference in the inspector
[SerializeField] private BattleManager bm = null;
private void YourFunction()
{
if(bm.GetBattleState() == BattleState.randomStateHere)
{
// run logic here
}
}
}
There are a number of ways to go about doing this, but the easiest would most likely be by declaring the variable static.
public class BattleManager : MonoBehaviour
{
private static BattleState battleState;
// setter / getters
public static BattleState GetBattleState(){return battleState; }
public static void SetBattleState(BattleState state){ battleState = state; }
}
public class OtherScript : MonoBehaviour
{
private void YourFunction()
{
if(BattleManager.GetBattleState() == BattleState.randomStateHere)
{
// run logic here
}
}
}
I do not know how many scripts you need to access this variable, but if it is only a handful, I would instead assign references to the script that holds the enum to each of the scripts that need it. I would avoid simply using static as it is the easy approach but creates what is called a code smell. The reason for this is OOP (object-oriented programming) by design should generally not have mutable global variables.
If you have a single instance of an object that manages all of your battle activity and a lot of scripts need to access it, you can look into the Singleton pattern. As you are new to programming, I would not implement this pattern until you understand the time and place to properly use it. You can also completely avoid using it by properly assigning the references you need in the inspector or by using a Object.FindObjectOfType in either Start or Awake.
public class ClassA
{
public string Name{get;set;}
//my other attributes and code here
}
public class ClassAList: IList<ClassA>
{
public event EventHandler FilterButtonClicked;
private void OnFilterButtonClick()
{
if (FilterButtonClicked != null)
{
FilterButtonClicked(this, EventArgs.Empty);
}
}
}
I want FilterButtonClicked to register for each of list object of ClassA
(don't want to register individual event handler for ClassA). How i can achieve like this.
Update
Another solution is using pub/sub, or some kind of decoupled messages.
Either way (and i'm not quite sure what you are doing), there has to be some segway from the child to the parent.
Original
There is no magic bullet here and several possible solutions.
Since your are implementing Ilist (i know you dont want to have to do this). However, the simplest approach might be just to bite the bulled and implement
Given
public class ClassA
{
public string Name{get;set;}
public event EventHandler FilterButtonClicked;
private void OnFilterButtonClick()
{
FilterButtonClicked?.Invoke(this, EventArgs.Empty);
}
}
Implement
public void Add(ClassA item)
{
item.FilterButtonClicked += FilterButtonClicked;
}
public void Clear()
{
foreach (var item in this)
{
item.FilterButtonClicked -= FilterButtonClicked;
}
}
public bool Remove(ClassA item)
{
item.FilterButtonClicked -= FilterButtonClicked;
}
...
// and anything else you can think of
Note : Obviously check for nulls or there be dragons
How,does one should call an event declared by interface so that all the classes that has implemented that interface get notified??
For example in structure like this,
public delegate void myDel(int value);
interface IEventCaller{
event myDel myDelEventCall;
}
public Class One : IEventCaller {
public event myDel myDelEventCall;
}
public Class Two : IEventCaller {
public event myDel myDelEventCall;
}
I want both class One and Two to get notify and act as event gets called, I am feeling somewhere I am going wrong direction , is it possible to do?
Actually what you want doesn't involve events. Events would be used by an object implementing IEventCaller to notify some object holding a reference to that object of some change. To invoke something on the object implementing IEventCaller would just require a method, for example Hello();
First, you need code that informs all the objects that implement this interface. To make that possible, you somewhere need to store a list of instances that want to get notified.
One solution would be to create a class that manages that list. Let's say like this
private static List<IEventCaller> eventCallers = new List<IEventCaller>();
public static void AddEventCaller(IEventCaller c)
{
eventCallers.Add(c);
}
public static void RemoveEventCaller(IEventCaller c)
{
eventCallers.Remove(c);
}
public static IEventCaller[] EventCallers
{
get { return eventCallers.ToArray() }
}
Of course this code needs to be thread safe, etc. I'd put all this into a singleton to be globally available.
Then, all objects that implement IEventCallers need to register/unregister accordingly. Thus, I'd also have them Implement IDisposable so that in the constructor you can do
public EventCallable()
{
Singleton.Instance.AddEventCaller(this);
}
and in the Dispose method you can do this:
public void Dispose(bool disposing)
{
Singleton.Instance.RemoveEventCaller(this);
}
Now the code that should notify every instance could just do this:
public void NotifyAll()
{
foreach (IEventCaller caller in Singleton.Instance.EventCallers)
caller.Hello();
}
I think you might be looking at this the other one around.
With events, you want to have an object which is the publisher, which is responsible for publishing the event and saying "hey guys, something just occurred and you should know about it", and you have your subscribers, which are the guys who say "Yo dawg, let me know when that thing occurs, so i can act on it".
What you can do is have the object which is responsible for the event occurring implement your interface:
public class Publisher : IEventCaller
{
public event MyDel MyDeleteEvent;
public void OnDeleteOccured()
{
var myDeleteEvent = MyDeleteEvent;
if (myDeleteEvent != null)
{
MyDeleteEvent(1);
}
}
}
And then have your One and Two objects register to that event occurring, where they pass a method which signature matches the delegate type of MyDel:
public class SubscriberOne
{
public void OnSomethingOccured(int value)
{
Console.WriteLine(value);
}
}
public class SubscriberTwo
{
public void OnSomethingOccured(int value)
{
Console.WriteLine(value);
}
}
And the registration goes:
void Main()
{
var publisher = new Publisher();
var subscriberOne = new SubscriberOne();
var subscriberTwo = new SubscriberTwo();
publisher.MyDeleteEvent += subscriberOne.OnSomethingOccured;
publisher.MyDeleteEvent += subscriberTwo.OnSomethingOccured;
}
I am creating a program where the user creates custom commands and execute them when needed. as a result I have a class similar to:
public class Command
{
Action c { get; set; }
// Overloaded Constructors------------------------------------
// changes the volume
public Command(int volumeChange)
{
c = ()=>
SomeClass.ChangeMasterVolume(volumeChange);
}
// Animate something
public Command(int x, int y)
{
c = ()=>
SomeClass.MoveMouse(x,y);
}
// etc.. there are more contructors....
//---------------------------------------------------------
public void ExecuteCommand()
{
c();
}
}
When the user closes the application I will like to save those commands somewhere on disk. There are about 200 different commands and it will be nice if I could serialize an instance from that class. Since it contains an Action it is not possible to serialize it.
It will be nice if I don't have to create a huge switch statement in order to determine what command to execute. What is the best way of dealing with this?
Sounds to me like you simply need to keep an interface around instead of a delegate.
public interface IDoThingy
{
void DoStuff();
}
public class IncreaseVolumeThingy : IDoThingy
{
public int Volume { get; set; }
public IncreaseVolumeThingy(int volume)
{
Volume = volume;
}
public void DoStuff()
{
SomeClass.ChangeMasterVolume(Volume);
}
}
public class Command
{
protected IDoThingy _thingy = null;
public Command(IDoThingy thingy)
{
_thingy = thingy;
}
public void ExecuteCommand()
{
_thingy.DoStuff();
}
}
So instead of creating a set of constructors, you simply make some form of factory based on the command specified. If the user is setting up a Increase volume command, then you new an instance of the IncreaseVolumeThingy and store it. When it is serialized, it can be recreated from state without a delegate.
Use reflection to call a class method by its name. Serialize the class and method name.
http://www.codeproject.com/Articles/19911/Dynamically-Invoke-A-Method-Given-Strings-with-Met
I am working on an LOB application in C# using a WinForms tabbed MDI interface. I have various forms with DataGridViews to allow the user to select an object they are interested in, which they can then view/edit in a new form.
Each of my main business objects inherit from Entity, which is defined as below:
public abstract class Entity
{
public static event Action Saved;
internal virtual void OnSaved()
{
if (Saved != null)
{
Saved();
}
}
}
I then have the objects that populate the grid (these are actually auto-generated classes from Linq-to-SQL, although I can replicate the problem with normal classes):
class Class1 : Entity
{
//Stuff
}
class Class2 : Entity
{
//Stuff
}
I want to know when an object of a given class is modified, but i don't care which instance (hence the static action) so that i can refresh the grid and perform other activities.
The problem comes when the event is fired from a derived class instance - it fires for all other derived classes too. For example:
Class1.Saved += new Action(s1);
Class2.Saved += new Action(s2);
private void TestIt()
{
Class2 o2 = new Class2();
o2.OnSaved();
}
This would fire s1 and s2, but I only want the specific one to be fired (i.e. s2). What is the best way to do this? I have quite a few classes that need this behviour and would like to avoid having to add any code to each class if possible.
Update:
Thank you for all your responses, they have been very helpful.
I have opted for a slightly different option, which I admit seems quite hacky, but works well for my purposes. This involves passing the type with the action and letting a handler filter and call relevant operations.
Entity Class:
public abstract class Entity
{
public static event Action<Type> Saved;
internal void OnSaved()
{
private Action<Type> SavedCopy = Saved;
if (SavedCopy != null)
SavedCopy(this.GetType());
}
}
Hook up handler:
Entity.Saved += new Action<Type>(Handler);
Example Handler method (this will vary from form to form):
void Handler(Type obj)
{
if (obj==typeof(Class1))
UpdateGrid();
else if (obj==typeof(Class2))
UpdateBasicInfo();
else if (obj == typeof(Class3))
DoAnotherThing();
}
Using generics could be a work around; each generic class gets a copy of the static fields.
public abstract class Entity<T>
{
public static event Action Saved = delegate { };
internal virtual void OnSaved()
{
Saved();
}
}
class Class1 : Entity<Class1>
{
//Stuff
}
class Class2 : Entity<Class2>
{
//Stuff
}
I'm not sure doing it like this is a good idea, but you could specify the type when you subscribe and when you save the data:
public abstract class Entity
{
private static Dictionary<Type, Action> Subscribers
= new Dictionary<Type, Action>();
internal virtual void OnSaved()
{
OnSaved(GetType());
}
private OnSaved(Type type)
{
Action subscribed;
Subscribers.TryGetValue(type, out subscribed);
if (subscribed != null)
subscribed();
}
public Subscribe(Type type, Action action)
{
Action subscribed;
Subscribers.TryGetValue(type, out subscribed);
Subscribers[type] = subscribed + action;
}
public Unsubscribe(Type type, Action action)
{
Action subscribed;
Subscribers.TryGetValue(type, out subscribed);
Subscribers[type] = subscribed - action;
}
}
Keep in mind that this code is not thread-safe, so if you want to use it from different threads at the same time, you need to add locking.
You will need to have an event per type, because can't determine for which type the delegate is registered when the event is defined on the base type.
public abstract class Entity
{
internal abstract void OnSaved();
}
class Class1 : Entity
{
public static event Action Saved = () => { };
internal override void OnSaved()
{
this.Saved();
}
//Stuff
}
class Class2 : Entity
{
public static event Action Saved = () => { };
internal override void OnSaved()
{
this.Saved();
}
//Stuff
}
Why does it have to be static? Make it an instance event instead.
public event Action Saved;
You have to hook it up for each instance instead of just once per class (or, in your current case, once), but it will separate the events.