unity-atoms/Packages/Core/Runtime/EventInstancers/AtomEventInstancer.cs

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using System;
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using UnityEngine;
using UnityEngine.Assertions;
namespace UnityAtoms
{
/// <summary>
/// An Event Instancer is a MonoBehaviour that takes an Event as a base and creates an in memory copy of it OnEnable.
/// This is handy when you want to use Events for prefabs that are instantiated at runtime.
/// </summary>
/// <typeparam name="T">The value type.</typeparam>
/// <typeparam name="E">Event of type T.</typeparam>
[EditorIcon("atom-icon-sign-blue")]
[DefaultExecutionOrder(Runtime.ExecutionOrder.VARIABLE_INSTANCER)]
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public abstract class AtomEventInstancer<T, E> : MonoBehaviour, IGetEvent, ISetEvent
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where E : AtomEvent<T>
{
/// <summary>
/// Getter for retrieving the in memory runtime Event.
/// </summary>
public E Event { get => _inMemoryCopy; }
[SerializeField]
[ReadOnly]
private E _inMemoryCopy;
/// <summary>
/// The Event that the in memory copy will be based on when created at runtime.
/// </summary>
[SerializeField]
private E _base = null;
private void OnEnable()
{
Assert.IsNotNull(_base);
_inMemoryCopy = Instantiate(_base);
}
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/// <summary>
/// Get event by type.
/// </summary>
/// <typeparam name="E"></typeparam>
/// <returns>The event.</returns>
public EO GetEvent<EO>() where EO : AtomEventBase
{
if (typeof(EO) == typeof(E))
return (Event as EO);
throw new Exception($"Event type {typeof(EO)} not supported! Use {typeof(E)}.");
}
/// <summary>
/// Set event by type.
/// </summary>
/// <param name="e">The new event value.</param>
/// <typeparam name="E"></typeparam>
public void SetEvent<EO>(EO e) where EO : AtomEventBase
{
throw new Exception($"Event type not reassignable!");
}
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}
}