A 2D Farming RPG
This is just a simple 2D farming RPG game
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EventHandler.cs
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1using System;
2using System.Collections.Generic;
3
4public delegate void MovementDelegate( float xInput, float yInput, bool isWalking, bool isRunning, bool isIdle, bool isCarrying,
5 ToolEffect toolEffect, bool isUsingToolRight, bool isUsingToolLeft, bool isUsingToolUp, bool isUsingToolDown,
6 bool isLiftingToolRight, bool isLiftingToolLeft, bool isLiftingToolUp, bool isLiftingToolDown,
7 bool isPickingRight, bool isPickingLeft, bool isPickingUp, bool isPickingDown,
8 bool isSwingingToolRight, bool isSwingingToolLeft, bool isSwingingToolUp, bool isSwingingToolDown,
9 bool idleRight, bool idleLeft, bool idleUp, bool idleDown );
10
14public static class EventHandler
15{
16 // Drop selected item event
17 public static event Action m_DropSelectedItemEvent;
18
19 public static void CallDropSelectedItemEvent()
20 {
21 if( m_DropSelectedItemEvent != null )
22 {
24 }
25 }
26
28 public static event Action<InventoryLocation, List<InventoryItem>> m_InventoryUpdatedEvent;
29
35 public static void CallInventoryUpdatedEvent(InventoryLocation inventoryLocation, List<InventoryItem> inventoryList)
36 {
37 if (m_InventoryUpdatedEvent != null)
38 {
39 m_InventoryUpdatedEvent(inventoryLocation, inventoryList);
40 }
41 }
42
44 public static event MovementDelegate m_MovementEvent;
45
47 public static void CallMovementEvent(float xInput, float yInput,
48 bool isWalking, bool isRunning, bool isIdle, bool isCarrying,
49 ToolEffect toolEffect,
50 bool isUsingToolRight, bool isUsingToolLeft, bool isUsingToolUp, bool isUsingToolDown,
51 bool isLiftingToolRight, bool isLiftingToolLeft, bool isLiftingToolUp, bool isLiftingToolDown,
52 bool isPickingRight, bool isPickingLeft, bool isPickingUp, bool isPickingDown,
53 bool isSwingingToolRight, bool isSwingingToolLeft, bool isSwingingToolUp, bool isSwingingToolDown,
54 bool idleRight, bool idleLeft, bool idleUp, bool idleDown)
55 {
56 if (m_MovementEvent != null)
57 {
58 m_MovementEvent(xInput, yInput, isWalking, isRunning, isIdle, isCarrying,
59 toolEffect, isUsingToolRight, isUsingToolLeft, isUsingToolUp, isUsingToolDown,
60 isLiftingToolRight, isLiftingToolLeft, isLiftingToolUp, isLiftingToolDown,
61 isPickingRight, isPickingLeft, isPickingUp, isPickingDown,
62 isSwingingToolRight, isSwingingToolLeft, isSwingingToolUp, isSwingingToolDown,
63 idleRight, idleLeft, idleUp, idleDown);
64 }
65 }
66
68
72 public static event Action<int, Season, int, string, int, int, int> AdvanceGameMinuteEvent;
73
84 public static void CallAdvanceGameMinuteEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
85 {
86 if (AdvanceGameMinuteEvent != null)
87 {
88 AdvanceGameMinuteEvent(gameYear, gameSeason, gameDay, gameDayOfWeek, gameHour, gameMinute, gameSecond);
89 }
90 }
91
95 public static event Action<int, Season, int, string, int, int, int> AdvanceGameHourEvent;
96
107 public static void CallAdvanceGameHourEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
108 {
109 if (AdvanceGameHourEvent != null)
110 {
111 AdvanceGameHourEvent(gameYear, gameSeason, gameDay, gameDayOfWeek, gameHour, gameMinute, gameSecond);
112 }
113 }
114
118 public static event Action<int, Season, int, string, int, int, int> AdvanceGameDayEvent;
119
130 public static void CallAdvanceGameDayEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
131 {
132 if (AdvanceGameDayEvent != null)
133 {
134 AdvanceGameDayEvent(gameYear, gameSeason, gameDay, gameDayOfWeek, gameHour, gameMinute, gameSecond);
135 }
136 }
137
141 public static event Action<int, Season, int, string, int, int, int> AdvanceGameSeasonEvent;
142
153 public static void CallAdvanceGameSeasonEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
154 {
155 if (AdvanceGameSeasonEvent != null)
156 {
157 AdvanceGameSeasonEvent(gameYear, gameSeason, gameDay, gameDayOfWeek, gameHour, gameMinute, gameSecond);
158 }
159 }
160
164 public static event Action<int, Season, int, string, int, int, int> AdvanceGameYearEvent;
165
176 public static void CallAdvanceGameYearEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
177 {
178 if (AdvanceGameYearEvent != null)
179 {
180 AdvanceGameYearEvent(gameYear, gameSeason, gameDay, gameDayOfWeek, gameHour, gameMinute, gameSecond);
181 }
182 }
183
184 // Scene Load Events - in the order they happen
185
189 public static event Action BeforeSceneUnloadFadeOutEvent;
190
195 {
197 {
199 }
200 }
201
205 public static event Action BeforeSceneUnloadEvent;
206
210 public static void CallBeforeSceneUnloadEvent()
211 {
212 if( BeforeSceneUnloadEvent != null )
213 {
215 }
216 }
217
221 public static event Action AfterSceneLoadEvent;
222
226 public static void CallAfterSceneLoadEvent()
227 {
228 if( AfterSceneLoadEvent != null )
229 {
231 }
232 }
233
237 public static event Action AfterSceneLoadFadeInEvent;
238
242 public static void CallAfterSceneLoadFadeInEvent()
243 {
244 if( AfterSceneLoadFadeInEvent != null )
245 {
247 }
248 }
249
250}
ToolEffect
Describes the tool effect
Definition: Enums.cs:141
InventoryLocation
Describes the type of inventory and count Ex: player inventory or chest inventory
Definition: Enums.cs:108
Season
Used for time mechanism
Definition: Enums.cs:128
delegate void MovementDelegate(float xInput, float yInput, bool isWalking, bool isRunning, bool isIdle, bool isCarrying, ToolEffect toolEffect, bool isUsingToolRight, bool isUsingToolLeft, bool isUsingToolUp, bool isUsingToolDown, bool isLiftingToolRight, bool isLiftingToolLeft, bool isLiftingToolUp, bool isLiftingToolDown, bool isPickingRight, bool isPickingLeft, bool isPickingUp, bool isPickingDown, bool isSwingingToolRight, bool isSwingingToolLeft, bool isSwingingToolUp, bool isSwingingToolDown, bool idleRight, bool idleLeft, bool idleUp, bool idleDown)
Raise an handle event when a movement is triggered.
Definition: EventHandler.cs:15
static void CallAfterSceneLoadEvent()
Call after scene load event
static void CallBeforeSceneUnloadEvent()
Call before scene unload event
static void CallMovementEvent(float xInput, float yInput, bool isWalking, bool isRunning, bool isIdle, bool isCarrying, ToolEffect toolEffect, bool isUsingToolRight, bool isUsingToolLeft, bool isUsingToolUp, bool isUsingToolDown, bool isLiftingToolRight, bool isLiftingToolLeft, bool isLiftingToolUp, bool isLiftingToolDown, bool isPickingRight, bool isPickingLeft, bool isPickingUp, bool isPickingDown, bool isSwingingToolRight, bool isSwingingToolLeft, bool isSwingingToolUp, bool isSwingingToolDown, bool idleRight, bool idleLeft, bool idleUp, bool idleDown)
Movement Event Call For Publishers.
Definition: EventHandler.cs:47
static Action BeforeSceneUnloadEvent
Before scene unload event
static Action< int, Season, int, string, int, int, int > AdvanceGameMinuteEvent
Time events.
Definition: EventHandler.cs:72
static Action< int, Season, int, string, int, int, int > AdvanceGameSeasonEvent
Advance game season
static void CallAdvanceGameMinuteEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
Call the event AdvanceGameMinuteEvent
Definition: EventHandler.cs:84
static Action m_DropSelectedItemEvent
Definition: EventHandler.cs:17
static void CallAdvanceGameDayEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
Call the event AdvanceGameDayEvent
static void CallInventoryUpdatedEvent(InventoryLocation inventoryLocation, List< InventoryItem > inventoryList)
Update the event
Definition: EventHandler.cs:35
static void CallAdvanceGameHourEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
Call the event AdvanceGameHourEvent
static Action< InventoryLocation, List< InventoryItem > > m_InventoryUpdatedEvent
Inventory Updated Event.
Definition: EventHandler.cs:28
static Action BeforeSceneUnloadFadeOutEvent
Before scene unload, fade out event
static Action< int, Season, int, string, int, int, int > AdvanceGameDayEvent
Advance game days
static void CallAdvanceGameSeasonEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
Call the event AdvanceGameSeasonEvent
static Action AfterSceneLoadEvent
After scene load event
static MovementDelegate m_MovementEvent
Movement Event.
Definition: EventHandler.cs:44
static void CallAdvanceGameYearEvent(int gameYear, Season gameSeason, int gameDay, string gameDayOfWeek, int gameHour, int gameMinute, int gameSecond)
Call the event AdvanceGameYearEvent
static void CallBeforeSceneUnloadFadeOutEvent()
Call before scene unload, fade out event
static Action< int, Season, int, string, int, int, int > AdvanceGameHourEvent
Advance game hours
Definition: EventHandler.cs:95
static Action< int, Season, int, string, int, int, int > AdvanceGameYearEvent
Advance game year
static Action AfterSceneLoadFadeInEvent
After scene load fade in event
static void CallDropSelectedItemEvent()
Definition: EventHandler.cs:19
static void CallAfterSceneLoadFadeInEvent()
Call after scene load fade in event