95 lines
2.2 KiB
C#
95 lines
2.2 KiB
C#
using System;
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using SLSFramework.General;
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using UnityEngine;
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using UnityEngine.Events;
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namespace SLSFramework.General
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{
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public class EventUnit : IPrioritized
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{
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private readonly UnityAction action;
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public int Priority { get; set; }
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public EventUnit(UnityAction action, int priority = 0)
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{
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this.action = action;
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this.Priority = priority;
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}
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public void Invoke()
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{
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action.Invoke();
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}
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}
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public class EventUnit<T> : IPrioritized
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{
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private readonly UnityAction<T> action;
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public int Priority { get; set; }
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public EventUnit(UnityAction<T> action, int priority = 0)
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{
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this.action = action;
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this.Priority = priority;
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}
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public void Invoke(T arg)
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{
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action.Invoke(arg);
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}
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}
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public class EventUnit<T1, T2> : IPrioritized
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{
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private readonly UnityAction<T1, T2> action;
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public int Priority { get; set; }
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public EventUnit(UnityAction<T1, T2> action, int priority = 0)
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{
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this.action = action;
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this.Priority = priority;
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}
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public void Invoke(T1 arg1, T2 arg2)
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{
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action.Invoke(arg1, arg2);
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}
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}
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public class EventUnit<T1, T2, T3> : IPrioritized
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{
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private readonly UnityAction<T1, T2, T3> action;
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public int Priority { get; set; }
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public EventUnit(UnityAction<T1, T2, T3> action, int priority = 0)
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{
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this.action = action;
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this.Priority = priority;
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}
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public void Invoke(T1 arg1, T2 arg2, T3 arg3)
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{
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action.Invoke(arg1, arg2, arg3);
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}
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}
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public class PrioritizedFunc<T1, T2, T3, TR> : IPrioritized
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{
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private readonly Func<T1, T2, T3, TR> func;
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public int Priority { get; set; }
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public PrioritizedFunc(Func<T1, T2, T3, TR> func, int priority = 0)
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{
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this.func = func;
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this.Priority = priority;
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}
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public TR Invoke(T1 arg1, T2 arg2, T3 arg3)
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{
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return func.Invoke(arg1, arg2, arg3);
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}
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}
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}
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