Adam Ramberg 7bdb2b7cf2
Trigger initial events for instancers (#220)
* - Trigger initial events for instancers
- Clean up event name for events instantiated at runtime
- Added properties to check if an event is set or not on a variable. This is useful in order to not accidentally create an event at runtime when just checking if it is null or not.
- Added logic to clean up events instantiated at runtime.

* Added an explicit GetOrCreateEvent method
2020-12-26 19:52:37 +01:00

78 lines
2.9 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Assertions;
namespace UnityAtoms
{
/// <summary>
/// A Variable Instancer is a MonoBehaviour that takes a variable as a base and creates an in memory copy of it OnEnable.
/// This is handy when you want to use atoms for prefabs that are instantiated at runtime. Use together with AtomCollection to
/// react accordingly when a prefab with an associated atom is added or deleted to the scene.
/// </summary>
/// <typeparam name="V">Variable of type T.</typeparam>
/// <typeparam name="P">IPair of type `T`.</typeparam>
/// <typeparam name="T">The value type.</typeparam>
/// <typeparam name="E1">Event of type T.</typeparam>
/// <typeparam name="E2">Event x 2 of type T.</typeparam>
/// <typeparam name="F">Function of type T => T</typeparam>
[EditorIcon("atom-icon-hotpink")]
[DefaultExecutionOrder(Runtime.ExecutionOrder.VARIABLE_INSTANCER)]
public abstract class AtomVariableInstancer<V, P, T, E1, E2, F> : AtomBaseVariableInstancer<T, V>, IGetEvent, ISetEvent, IGetOrCreateEvent
where V : AtomVariable<T, P, E1, E2, F>
where P : struct, IPair<T>
where E1 : AtomEvent<T>
where E2 : AtomEvent<P>
where F : AtomFunction<T, T>
{
/// <summary>
/// Override to add implementation specific setup on `OnEnable`.
/// </summary>
protected override void ImplSpecificSetup()
{
if (Base.Changed != null)
{
_inMemoryCopy.Changed = Instantiate(Base.Changed);
}
if (Base.ChangedWithHistory != null)
{
_inMemoryCopy.ChangedWithHistory = Instantiate(Base.ChangedWithHistory);
}
// Manually trigger initial events since base class has already instantiated Variable
// and the Variable's OnEnable hook has therefore already been executed.
_inMemoryCopy.TriggerInitialEvents();
}
/// <summary>
/// Get event by type.
/// </summary>
/// <typeparam name="E"></typeparam>
/// <returns>The event.</returns>
public E GetEvent<E>() where E : AtomEventBase
{
return _inMemoryCopy.GetEvent<E>();
}
/// <summary>
/// Set event by type.
/// </summary>
/// <param name="e">The new event value.</param>
/// <typeparam name="E"></typeparam>
public void SetEvent<E>(E e) where E : AtomEventBase
{
_inMemoryCopy.SetEvent<E>(e);
}
/// <summary>
/// Get event by type. Creates it if it doesn't exist.
/// </summary>
/// <typeparam name="E"></typeparam>
/// <returns>The event.</returns>
public E GetOrCreateEvent<E>() where E : AtomEventBase
{
return _inMemoryCopy.GetOrCreateEvent<E>();
}
}
}