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using System ;
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namespace UnityAtoms
{
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/// <summary>
Added Variable Instancer, Event Reference, Atom Collection and Atom List (old Atom List renamed to Atom Value List) (#110)
AtomVariableInstancer
- Added AtomVariableInstancer as an option to AtomReference.
- Added AtomVariableInstancer to generator.
- Added editor icon for AtomVariableInstancer.
AtomEventReference
- Added an AtomEventReference class (and AtomEventX2Reference). It’s similar to an AtomReference, but for Events. Let’s you pick between an Event, Variable (will select the Changed event) and a VariableInstancer (see above).
- Added AtomEventReference and AtomEventX2Reference to generator.
- Added a drawer for AtomEventReference.
- Listeners are now using AtomEventReference instead of AtomEvent.
- Refactoring of VoidHooks since Listeners are now using AtomEventReference.
AtomCollection
- Created an AtomCollection - a collection of Atoms associated with key strings (AtomReferences).
- Added new editor icon for collections.
- Created a SerializableDictionary class, which AtomCollection is using.
- Custom property drawer for SerializableDictionary.
- SerializableDictionary supports nested structures meaning that a AtomCollection can have a KVP that is pointing to another AtomCollection.
- AtomCollections have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to collection - adding it to the collection when created (using gameObject’s instance id as key) and removing it from the collection when destroyed.
AtomList
- Renamed old AtomList to AtomValueList
- Added AtomList, like Collection, but a list
- Added new icon for AtomList
- Created a AtomBaseVariableList class, which AtomList is using.
- Custom property drawer for AtomBaseVariableList.
- AtomLists have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to list - adding it to the list when created and removing it from the list when destroyed.
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/// Generic base class for Events. Inherits from `AtomEventBase`.
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/// </summary>
/// <typeparam name="T">The type for this Event.</typeparam>
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[EditorIcon("atom-icon-cherry")]
Added Variable Instancer, Event Reference, Atom Collection and Atom List (old Atom List renamed to Atom Value List) (#110)
AtomVariableInstancer
- Added AtomVariableInstancer as an option to AtomReference.
- Added AtomVariableInstancer to generator.
- Added editor icon for AtomVariableInstancer.
AtomEventReference
- Added an AtomEventReference class (and AtomEventX2Reference). It’s similar to an AtomReference, but for Events. Let’s you pick between an Event, Variable (will select the Changed event) and a VariableInstancer (see above).
- Added AtomEventReference and AtomEventX2Reference to generator.
- Added a drawer for AtomEventReference.
- Listeners are now using AtomEventReference instead of AtomEvent.
- Refactoring of VoidHooks since Listeners are now using AtomEventReference.
AtomCollection
- Created an AtomCollection - a collection of Atoms associated with key strings (AtomReferences).
- Added new editor icon for collections.
- Created a SerializableDictionary class, which AtomCollection is using.
- Custom property drawer for SerializableDictionary.
- SerializableDictionary supports nested structures meaning that a AtomCollection can have a KVP that is pointing to another AtomCollection.
- AtomCollections have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to collection - adding it to the collection when created (using gameObject’s instance id as key) and removing it from the collection when destroyed.
AtomList
- Renamed old AtomList to AtomValueList
- Added AtomList, like Collection, but a list
- Added new icon for AtomList
- Created a AtomBaseVariableList class, which AtomList is using.
- Custom property drawer for AtomBaseVariableList.
- AtomLists have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to list - adding it to the list when created and removing it from the list when destroyed.
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public abstract class AtomEvent < T > : AtomEventBase
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{
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/// <summary>
/// Actual event.
/// </summary>
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public event Action < T > OnEvent ;
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/// <summary>
/// Raise the Event.
/// </summary>
/// <param name="item">The value associated with the Event.</param>
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public void Raise ( T item )
{
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base . RaiseNoValue ( ) ;
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OnEvent ? . Invoke ( item ) ;
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}
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/// <summary>
/// Register handler to be called when the Event triggers.
/// </summary>
/// <param name="del">The handler.</param>
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public void Register ( Action < T > del )
{
OnEvent + = del ;
}
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/// <summary>
/// Unregister handler that was registered using the `Register` method.
/// </summary>
/// <param name="del">The handler.</param>
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public void Unregister ( Action < T > del )
{
OnEvent - = del ;
}
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/// <summary>
/// Register a Listener that in turn trigger all its associated handlers when the Event triggers.
/// </summary>
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/// <param name="listener">The Listener to register.</param>
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public void RegisterListener ( IAtomListener < T > listener )
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{
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OnEvent + = listener . OnEventRaised ;
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}
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/// <summary>
/// Unregister a listener that was registered using the `RegisterListener` method.
/// </summary>
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/// <param name="listener">The Listener to unregister.</param>
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public void UnregisterListener ( IAtomListener < T > listener )
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{
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OnEvent - = listener . OnEventRaised ;
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}
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#region Observable
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/// <summary>
/// Turn the Event into an `IObservable<T>`. Makes Events compatible with for example UniRx.
/// </summary>
/// <returns>The Event as an `IObservable<T>`.</returns>
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public IObservable < T > Observe ( )
{
return new ObservableEvent < T > ( Register , Unregister ) ;
}
#endregion // Observable
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public override void OnAfterDeserialize ( )
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{
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base . OnAfterDeserialize ( ) ;
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// Clear all delegates when exiting play mode
if ( OnEvent ! = null )
{
foreach ( var d in OnEvent . GetInvocationList ( ) )
{
OnEvent - = ( Action < T > ) d ;
}
}
}
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}
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/// <summary>
Added Variable Instancer, Event Reference, Atom Collection and Atom List (old Atom List renamed to Atom Value List) (#110)
AtomVariableInstancer
- Added AtomVariableInstancer as an option to AtomReference.
- Added AtomVariableInstancer to generator.
- Added editor icon for AtomVariableInstancer.
AtomEventReference
- Added an AtomEventReference class (and AtomEventX2Reference). It’s similar to an AtomReference, but for Events. Let’s you pick between an Event, Variable (will select the Changed event) and a VariableInstancer (see above).
- Added AtomEventReference and AtomEventX2Reference to generator.
- Added a drawer for AtomEventReference.
- Listeners are now using AtomEventReference instead of AtomEvent.
- Refactoring of VoidHooks since Listeners are now using AtomEventReference.
AtomCollection
- Created an AtomCollection - a collection of Atoms associated with key strings (AtomReferences).
- Added new editor icon for collections.
- Created a SerializableDictionary class, which AtomCollection is using.
- Custom property drawer for SerializableDictionary.
- SerializableDictionary supports nested structures meaning that a AtomCollection can have a KVP that is pointing to another AtomCollection.
- AtomCollections have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to collection - adding it to the collection when created (using gameObject’s instance id as key) and removing it from the collection when destroyed.
AtomList
- Renamed old AtomList to AtomValueList
- Added AtomList, like Collection, but a list
- Added new icon for AtomList
- Created a AtomBaseVariableList class, which AtomList is using.
- Custom property drawer for AtomBaseVariableList.
- AtomLists have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to list - adding it to the list when created and removing it from the list when destroyed.
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/// Generic base class for Events. Inherits from `AtomEventBase`.
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/// </summary>
/// <typeparam name="T1">The first type for this Event.</typeparam>
/// <typeparam name="T2">The second type for this Event.</typeparam>
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[EditorIcon("atom-icon-cherry")]
Added Variable Instancer, Event Reference, Atom Collection and Atom List (old Atom List renamed to Atom Value List) (#110)
AtomVariableInstancer
- Added AtomVariableInstancer as an option to AtomReference.
- Added AtomVariableInstancer to generator.
- Added editor icon for AtomVariableInstancer.
AtomEventReference
- Added an AtomEventReference class (and AtomEventX2Reference). It’s similar to an AtomReference, but for Events. Let’s you pick between an Event, Variable (will select the Changed event) and a VariableInstancer (see above).
- Added AtomEventReference and AtomEventX2Reference to generator.
- Added a drawer for AtomEventReference.
- Listeners are now using AtomEventReference instead of AtomEvent.
- Refactoring of VoidHooks since Listeners are now using AtomEventReference.
AtomCollection
- Created an AtomCollection - a collection of Atoms associated with key strings (AtomReferences).
- Added new editor icon for collections.
- Created a SerializableDictionary class, which AtomCollection is using.
- Custom property drawer for SerializableDictionary.
- SerializableDictionary supports nested structures meaning that a AtomCollection can have a KVP that is pointing to another AtomCollection.
- AtomCollections have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to collection - adding it to the collection when created (using gameObject’s instance id as key) and removing it from the collection when destroyed.
AtomList
- Renamed old AtomList to AtomValueList
- Added AtomList, like Collection, but a list
- Added new icon for AtomList
- Created a AtomBaseVariableList class, which AtomList is using.
- Custom property drawer for AtomBaseVariableList.
- AtomLists have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to list - adding it to the list when created and removing it from the list when destroyed.
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public abstract class AtomEvent < T1 , T2 > : AtomEventBase
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{
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/// <summary>
/// Actual event.
/// </summary>
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public event Action < T1 , T2 > OnEvent ;
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/// <summary>
/// Raise the Event.
/// </summary>
/// <param name="item1">The first value associated with the Event.</param>
/// <param name="item2">The second value associated with the Event.</param>
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public void Raise ( T1 item1 , T2 item2 )
{
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base . RaiseNoValue ( ) ;
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OnEvent ? . Invoke ( item1 , item2 ) ;
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}
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/// <summary>
/// Register handler to be called when the Event triggers.
/// </summary>
/// <param name="del">The handler.</param>
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public void Register ( Action < T1 , T2 > del )
{
OnEvent + = del ;
}
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/// <summary>
/// Unregister handler that was registered using the `Register` method.
/// </summary>
/// <param name="del">The handler.</param>
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public void Unregister ( Action < T1 , T2 > del )
{
OnEvent - = del ;
}
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/// <summary>
/// Register a Listener that in turn trigger all its associated handlers when the Event triggers.
/// </summary>
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/// <param name="listener">The Listener to register.</param>
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public void RegisterListener ( IAtomListener < T1 , T2 > listener )
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{
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OnEvent + = listener . OnEventRaised ;
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}
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/// <summary>
/// Unregister a listener that was registered using the `RegisterListener` method.
/// </summary>
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/// <param name="listener">The Listener to unregister.</param>
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public void UnregisterListener ( IAtomListener < T1 , T2 > listener )
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{
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OnEvent - = listener . OnEventRaised ;
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}
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#region Observable
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/// <summary>
/// Turn the Event into an `IObservable<M>`. Makes Events compatible with for example UniRx.
/// </summary>
/// <param name="resultSelector">Takes `T1` and `T2` and returns a new type of type `M`.abstract Most of the time this is going to be combination of T1 and T2, eg. `ValueTuple<T1, T2>`</param>
/// <typeparam name="M">The result selector type.</typeparam>
/// <returns>The Event as an `IObservable<M>`.</returns>
public IObservable < M > Observe < M > ( Func < T1 , T2 , M > resultSelector )
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{
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return new ObservableEvent < T1 , T2 , M > ( Register , Unregister , resultSelector ) ;
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}
#endregion // Observable
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public override void OnAfterDeserialize ( )
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{
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base . OnAfterDeserialize ( ) ;
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// Clear all delegates when exiting play mode
if ( OnEvent ! = null )
foreach ( var d in OnEvent . GetInvocationList ( ) )
{
OnEvent - = ( Action < T1 , T2 > ) d ;
}
}
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}
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}