unity-atoms/Packages/Core/Runtime/Events/AtomEvent.cs
Adam Ramberg 8a6b8a97a6
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.
2020-02-23 02:39:43 +01:00

174 lines
5.8 KiB
C#

using System;
namespace UnityAtoms
{
/// <summary>
/// Generic base class for Events. Inherits from `AtomEventBase`.
/// </summary>
/// <typeparam name="T">The type for this Event.</typeparam>
[EditorIcon("atom-icon-cherry")]
public abstract class AtomEvent<T> : AtomEventBase
{
/// <summary>
/// Actual event.
/// </summary>
public event Action<T> OnEvent;
/// <summary>
/// Raise the Event.
/// </summary>
/// <param name="item">The value associated with the Event.</param>
public void Raise(T item)
{
base.RaiseNoValue();
OnEvent?.Invoke(item);
}
/// <summary>
/// Register handler to be called when the Event triggers.
/// </summary>
/// <param name="del">The handler.</param>
public void Register(Action<T> del)
{
OnEvent += del;
}
/// <summary>
/// Unregister handler that was registered using the `Register` method.
/// </summary>
/// <param name="del">The handler.</param>
public void Unregister(Action<T> del)
{
OnEvent -= del;
}
/// <summary>
/// Register a Listener that in turn trigger all its associated handlers when the Event triggers.
/// </summary>
/// <param name="listener">The Listener to register.</param>
public void RegisterListener(IAtomListener<T> listener)
{
OnEvent += listener.OnEventRaised;
}
/// <summary>
/// Unregister a listener that was registered using the `RegisterListener` method.
/// </summary>
/// <param name="listener">The Listener to unregister.</param>
public void UnregisterListener(IAtomListener<T> listener)
{
OnEvent -= listener.OnEventRaised;
}
#region Observable
/// <summary>
/// Turn the Event into an `IObservable&lt;T&gt;`. Makes Events compatible with for example UniRx.
/// </summary>
/// <returns>The Event as an `IObservable&lt;T&gt;`.</returns>
public IObservable<T> Observe()
{
return new ObservableEvent<T>(Register, Unregister);
}
#endregion // Observable
public override void OnAfterDeserialize()
{
base.OnAfterDeserialize();
// Clear all delegates when exiting play mode
if (OnEvent != null)
{
foreach (var d in OnEvent.GetInvocationList())
{
OnEvent -= (Action<T>)d;
}
}
}
}
/// <summary>
/// Generic base class for Events. Inherits from `AtomEventBase`.
/// </summary>
/// <typeparam name="T1">The first type for this Event.</typeparam>
/// <typeparam name="T2">The second type for this Event.</typeparam>
[EditorIcon("atom-icon-cherry")]
public abstract class AtomEvent<T1, T2> : AtomEventBase
{
/// <summary>
/// Actual event.
/// </summary>
public event Action<T1, T2> OnEvent;
/// <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>
public void Raise(T1 item1, T2 item2)
{
base.RaiseNoValue();
OnEvent?.Invoke(item1, item2);
}
/// <summary>
/// Register handler to be called when the Event triggers.
/// </summary>
/// <param name="del">The handler.</param>
public void Register(Action<T1, T2> del)
{
OnEvent += del;
}
/// <summary>
/// Unregister handler that was registered using the `Register` method.
/// </summary>
/// <param name="del">The handler.</param>
public void Unregister(Action<T1, T2> del)
{
OnEvent -= del;
}
/// <summary>
/// Register a Listener that in turn trigger all its associated handlers when the Event triggers.
/// </summary>
/// <param name="listener">The Listener to register.</param>
public void RegisterListener(IAtomListener<T1, T2> listener)
{
OnEvent += listener.OnEventRaised;
}
/// <summary>
/// Unregister a listener that was registered using the `RegisterListener` method.
/// </summary>
/// <param name="listener">The Listener to unregister.</param>
public void UnregisterListener(IAtomListener<T1, T2> listener)
{
OnEvent -= listener.OnEventRaised;
}
#region Observable
/// <summary>
/// Turn the Event into an `IObservable&lt;M&gt;`. 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&lt;T1, T2&gt;`</param>
/// <typeparam name="M">The result selector type.</typeparam>
/// <returns>The Event as an `IObservable&lt;M&gt;`.</returns>
public IObservable<M> Observe<M>(Func<T1, T2, M> resultSelector)
{
return new ObservableEvent<T1, T2, M>(Register, Unregister, resultSelector);
}
#endregion // Observable
public override void OnAfterDeserialize()
{
base.OnAfterDeserialize();
// Clear all delegates when exiting play mode
if (OnEvent != null)
foreach (var d in OnEvent.GetInvocationList())
{
OnEvent -= (Action<T1, T2>)d;
}
}
}
}