Files
Continentis/Assets/Scripts/ScriptExtensions/General/GameEvent.cs
2025-10-31 10:02:30 -04:00

169 lines
4.0 KiB
C#

using System;
using SLSFramework.General;
using UnityEngine;
using UnityEngine.Events;
namespace SLSFramework.General
{
public class PrioritizedAction : IPrioritized
{
private readonly Action action;
public int Priority { get; set; }
public PrioritizedAction(Action action, int priority = 0)
{
this.action = action;
this.Priority = priority;
}
public void Invoke()
{
action.Invoke();
}
}
public class PrioritizedAction<T> : IPrioritized
{
private readonly Action<T> action;
public int Priority { get; set; }
public PrioritizedAction(Action<T> action, int priority = 0)
{
this.action = action;
this.Priority = priority;
}
public void Invoke(T arg)
{
action.Invoke(arg);
}
}
public class PrioritizedAction<T1, T2> : IPrioritized
{
private readonly Action<T1, T2> action;
public int Priority { get; set; }
public PrioritizedAction(Action<T1, T2> action, int priority = 0)
{
this.action = action;
this.Priority = priority;
}
public void Invoke(T1 arg1, T2 arg2)
{
action.Invoke(arg1, arg2);
}
}
public class PrioritizedAction<T1, T2, T3> : IPrioritized
{
private readonly Action<T1, T2, T3> action;
public int Priority { get; set; }
public PrioritizedAction(Action<T1, T2, T3> action, int priority = 0)
{
this.action = action;
this.Priority = priority;
}
public void Invoke(T1 arg1, T2 arg2, T3 arg3)
{
action.Invoke(arg1, arg2, arg3);
}
}
public class PrioritizedFunc<TR> : IPrioritized
{
private readonly Func<TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke()
{
return func.Invoke();
}
}
public class PrioritizedFunc<T, TR> : IPrioritized
{
private readonly Func<T, TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<T, TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke(T arg)
{
return func.Invoke(arg);
}
}
public class PrioritizedFunc<T1, T2, TR> : IPrioritized
{
private readonly Func<T1, T2, TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<T1, T2, TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke(T1 arg1, T2 arg2)
{
return func.Invoke(arg1, arg2);
}
}
public class PrioritizedFunc<T1, T2, T3, TR> : IPrioritized
{
private readonly Func<T1, T2, T3, TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<T1, T2, T3, TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke(T1 arg1, T2 arg2, T3 arg3)
{
return func.Invoke(arg1, arg2, arg3);
}
}
public class PrioritizedCheckAndEffect : IPrioritized
{
public readonly Func<bool> check;
public readonly Action effect;
public int Priority { get; set; }
public PrioritizedCheckAndEffect(Func<bool> check, Action effect, int priority = 0)
{
this.check = check;
this.effect = effect;
this.Priority = priority;
}
public void Invoke()
{
if (check.Invoke())
{
effect.Invoke();
}
}
}
}