OldBlueWater/BlueWater/Assets/Doozy/Runtime/UIManager/Modules/UnityEventModule.cs

55 lines
2.1 KiB
C#

// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
using Doozy.Runtime.Common.Extensions;
using Doozy.Runtime.Common.Utils;
using Doozy.Runtime.Mody.Actions;
using UnityEngine;
using UnityEngine.Events;
// ReSharper disable MemberCanBePrivate.Global
namespace Doozy.Runtime.Mody.Modules
{
/// <summary> Mody module used to trigger a UnityEvent </summary>
[AddComponentMenu("Doozy/Mody/UnityEvent Module")]
public class UnityEventModule : ModyModule
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/Doozy/Mody/UnityEvent Module", false, 8)]
private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
{
GameObjectUtils.AddToScene<UnityEventModule>("UnityEvent Module", false, true);
}
#endif
/// <summary> Default module name </summary>
public const string DEFAULT_MODULE_NAME = "UnityEvent";
/// <summary> Target UnityEvent </summary>
public UnityEvent Event = new UnityEvent();
/// <summary> Simple action that triggers the UnityEvent </summary>
public SimpleModyAction InvokeEvent;
/// <summary> Construct a UnityEvent Module with the default name </summary>
public UnityEventModule() : this(DEFAULT_MODULE_NAME) {}
/// <summary> Construct a UnityEvent Module with the given name </summary>
/// <param name="moduleName"> Module name </param>
public UnityEventModule(string moduleName) : base(moduleName.IsNullOrEmpty() ? DEFAULT_MODULE_NAME : moduleName) {}
/// <summary> Initialize the actions </summary>
protected override void SetupActions()
{
this.AddAction(InvokeEvent ??= new SimpleModyAction(this, nameof(InvokeEvent), ExecuteInvokeEvent));
}
/// <summary> Execute Invoke on the UnityEvent </summary>
public void ExecuteInvokeEvent()
{
Event?.Invoke();
}
}
}