2using System.Collections.Generic;
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 );
48 bool isWalking,
bool isRunning,
bool isIdle,
bool isCarrying,
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)
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);
111 AdvanceGameHourEvent(gameYear, gameSeason, gameDay, gameDayOfWeek, gameHour, gameMinute, gameSecond);
130 public static void CallAdvanceGameDayEvent(
int gameYear,
Season gameSeason,
int gameDay,
string gameDayOfWeek,
int gameHour,
int gameMinute,
int gameSecond)
134 AdvanceGameDayEvent(gameYear, gameSeason, gameDay, gameDayOfWeek, gameHour, gameMinute, gameSecond);
180 AdvanceGameYearEvent(gameYear, gameSeason, gameDay, gameDayOfWeek, gameHour, gameMinute, gameSecond);
ToolEffect
Describes the tool effect
InventoryLocation
Describes the type of inventory and count Ex: player inventory or chest inventory
Season
Used for time mechanism
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.
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.
static Action BeforeSceneUnloadEvent
Before scene unload event
static Action< int, Season, int, string, int, int, int > AdvanceGameMinuteEvent
Time events.
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
static Action m_DropSelectedItemEvent
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
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.
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.
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
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()
static void CallAfterSceneLoadFadeInEvent()
Call after scene load fade in event