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@RealityStop RealityStop released this 05 Oct 20:45
· 248 commits to master since this release

Updated to support Bolt 1.4.7.

Also includes a minor revision to the C# Defined Events API, which now has a static proxy to facilitate listening and triggering events. This is available in the Bolt.Addons.Community.DefinedEvents as follows:

    /// <summary>
    /// Triggers Defined Event units listening for the passed eventData on the target gameobject.
    /// This is the scripting quivalent to the Trigger Defined Event unit.
    /// </summary>
    /// <param name="target">The game object that event units should listen on to receive the event.</param>
    /// <param name="eventData">This is a filled object of the type of event you want to trigger.</param>
    public static void Trigger(GameObject target, object eventData)

    /// <summary>
    /// Triggers Defined Event units listening for the passed eventData globally.  Note that triggering an event 
    /// globally will not trigger events listening for the event on a particular object.
    /// This is the scripting quivalent to the Trigger Global Defined Event unit.
    /// </summary>
    /// <param name="eventData">This is a filled object of the type of event you want to trigger.</param>
    public static void TriggerGlobal(object eventData)

    /// <summary>
    /// Registers a C# listener for an event on the target object.  This is the scripting
    /// equivalent to the Defined Event unit.  Notice the IDisposable return value, which allows you
    /// to end the subscription for the event (via calling the .Dispose() method).
    /// </summary>
    /// <typeparam name="T">The type to listen for.</typeparam>
    /// <param name="target">The game object to listen on to receive the event.</param>
    /// <param name="onEvent">The action or method to call when the event occurs</param>
    /// <returns>A disposable that, when .Dispose is called, will unsubscribe from the
    /// event, essentially cancelling the call to RegisterListener.</returns>
    public static IDisposable RegisterListener<T>(GameObject target, Action<T> onEvent)

    /// <summary>
    /// Registers a C# listener for an event globally.  This is the scripting
    /// equivalent to the Global Defined Event unit.  Notice the IDisposable return
    /// value, which allows you to end the subscription for the event (via calling
    /// the .Dispose() method).
    /// </summary>
    /// <typeparam name="T">The type to listen for.</typeparam>
    /// <param name="onEvent">The action or method to call when the event occurs</param>
    /// <returns>A disposable that, when .Dispose is called, will unsubscribe from the
    /// event, essentially cancelling the call to RegisterListener.</returns>
    public static IDisposable RegisterGlobalListener<T>(Action<T> onEvent)