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https://github.com/unity-atoms/unity-atoms.git
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164 lines
5.3 KiB
C#
164 lines
5.3 KiB
C#
using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityAtoms
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{
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/// <summary>
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/// Generic base class for Events. Inherits from `AtomEventBase`.
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/// </summary>
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/// <typeparam name="T">The type for this Event.</typeparam>
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[EditorIcon("atom-icon-cherry")]
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public class AtomEvent<T> : AtomEventBase
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{
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public T InspectorRaiseValue { get => _inspectorRaiseValue; }
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/// <summary>
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/// Retrieve Replay Buffer as a List. This call will allocate memory so use sparsely.
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/// </summary>
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/// <returns></returns>
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public List<T> ReplayBuffer { get => _replayBuffer.ToList(); }
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public int ReplayBufferSize { get => _replayBufferSize; set => _replayBufferSize = value; }
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[SerializeField]
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protected event Action<T> _onEvent;
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/// <summary>
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/// The event replays the specified number of old values to new subscribers. Works like a ReplaySubject in Rx.
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/// </summary>
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[SerializeField]
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[Range(0, 10)]
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[Tooltip("The number of old values (between 0-10) being replayed when someone subscribes to this Event.")]
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private int _replayBufferSize = 1;
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private Queue<T> _replayBuffer = new Queue<T>();
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private void OnDisable()
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{
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// Clear all delegates when exiting play mode
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if (_onEvent != null)
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{
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var invocationList = _onEvent.GetInvocationList();
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foreach (var d in invocationList)
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{
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_onEvent -= (Action<T>)d;
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}
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}
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}
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/// <summary>
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/// Used when raising values from the inspector for debugging purposes.
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/// </summary>
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[SerializeField]
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[Tooltip("Value that will be used when using the Raise button in the editor inspector.")]
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private T _inspectorRaiseValue = default(T);
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/// <summary>
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/// Raise the Event.
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/// </summary>
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/// <param name="item">The value associated with the Event.</param>
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public void Raise(T item)
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{
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base.Raise();
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_onEvent?.Invoke(item);
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AddToReplayBuffer(item);
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}
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/// <summary>
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/// Used in editor scipts since Raise is ambigious when using reflection to get method.
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/// </summary>
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/// <param name="item"></param>
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public void RaiseEditor(T item) => Raise(item);
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/// <summary>
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/// Register handler to be called when the Event triggers.
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/// </summary>
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/// <param name="action">The handler.</param>
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public void Register(Action<T> action)
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{
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_onEvent += action;
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ReplayBufferToSubscriber(action);
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}
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/// <summary>
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/// Unregister handler that was registered using the `Register` method.
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/// </summary>
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/// <param name="action">The handler.</param>
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public void Unregister(Action<T> action)
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{
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_onEvent -= action;
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}
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/// <summary>
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/// Unregister all handlers that were registered using the `Register` method.
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/// </summary>
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public void UnregisterAll()
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{
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_onEvent = null;
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}
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/// <summary>
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/// Register a Listener that in turn trigger all its associated handlers when the Event triggers.
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/// </summary>
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/// <param name="listener">The Listener to register.</param>
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public void RegisterListener(IAtomListener<T> listener, bool replayEventsBuffer = true)
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{
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_onEvent += listener.OnEventRaised;
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if (replayEventsBuffer)
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{
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ReplayBufferToSubscriber(listener.OnEventRaised);
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}
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}
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/// <summary>
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/// Unregister a listener that was registered using the `RegisterListener` method.
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/// </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>
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/// Turn the Event into an `IObservable<T>`. Makes Events compatible with for example UniRx.
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/// </summary>
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/// <returns>The Event as an `IObservable<T>`.</returns>
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public IObservable<T> Observe()
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{
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return new ObservableEvent<T>(Register, Unregister);
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}
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#endregion // Observable
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protected void AddToReplayBuffer(T item)
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{
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if (_replayBufferSize > 0)
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{
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while (_replayBuffer.Count >= _replayBufferSize) { _replayBuffer.Dequeue(); }
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_replayBuffer.Enqueue(item);
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}
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}
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private void ReplayBufferToSubscriber(Action<T> action)
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{
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if (_replayBufferSize > 0 && _replayBuffer.Count > 0)
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{
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var enumerator = _replayBuffer.GetEnumerator();
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try
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{
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while (enumerator.MoveNext())
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{
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action(enumerator.Current);
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}
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}
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finally
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{
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enumerator.Dispose();
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}
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}
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}
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}
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}
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