unity-atoms/Source/Base/CreateOnAwake/CreateListOnAwake.cs
Jeff Campbell e5f6659eda Removed unused namepaces
* Removed unused namespaces across all files in Unity.Atoms assembly.
* Removed unused namspaces in runtime and Test assembly code.
2019-04-07 11:15:23 +02:00

67 lines
2.1 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using UnityAtoms.Utils;
namespace UnityAtoms
{
public class CreateListOnAwake<T, L, E, TEL, TELR, GA1, GA2, UER> : MonoBehaviour
where L : ScriptableObjectList<T, E> where E : GameEvent<T>
where TEL : GameEventListener<T, TELR, E, UER>
where TELR : GameAction<T>
where GA1 : GameAction<L> where GA2 : GameAction<L, GameObject>
where UER : UnityEvent<T>
{
[SerializeField]
private bool CreateAddedEvent = true;
[SerializeField]
private bool CreateRemovedEvent = true;
[SerializeField]
private bool CreateClearedEvent = false;
[SerializeField]
private TEL AddedListener = null;
[SerializeField]
private TEL RemovedListener = null;
[SerializeField]
private VoidListener ClearedListener = null;
[SerializeField]
private GA1 OnListCreate = null;
[SerializeField]
private GA2 OnListCreateWithGO = null;
void Awake()
{
var list = DynamicAtoms.CreateList<T, L, E>(CreateAddedEvent, CreateRemovedEvent, CreateClearedEvent);
if (list.Added != null)
{
if (AddedListener != null)
{
AddedListener.GameEvent = list.Added;
AddedListener.GameEvent.RegisterListener(AddedListener);
}
}
if (list.Removed != null)
{
if (RemovedListener != null)
{
RemovedListener.GameEvent = list.Removed;
RemovedListener.GameEvent.RegisterListener(RemovedListener);
}
}
if (list.Cleared != null)
{
if (ClearedListener != null)
{
ClearedListener.GameEvent = list.Cleared;
ClearedListener.GameEvent.RegisterListener(ClearedListener);
}
}
if (OnListCreate != null) { OnListCreate.Do(list); }
if (OnListCreateWithGO != null) { OnListCreateWithGO.Do(list, gameObject); }
}
}
}