- refactored job information and what selecting a job means in terms of code/data - job templates - networked job selection & job activation state
29 lines
801 B
C#
29 lines
801 B
C#
using Photon.Pun;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
[CreateAssetMenu(fileName = "GameEvent_JobData", menuName = "Wavefunction/Event/New GameEvent JobData", order = 1)]
|
|
public class GameEvent_JobInstance : ScriptableObject
|
|
{
|
|
private List<GameEventListener_JobInstance> listeners = new List<GameEventListener_JobInstance>();
|
|
|
|
public void Raise(JobInstance jobData)
|
|
{
|
|
for (int i = listeners.Count - 1; i >= 0; i--)
|
|
{
|
|
listeners[i].OnEventRaised(jobData);
|
|
}
|
|
}
|
|
|
|
public void RegisterListener(GameEventListener_JobInstance listener)
|
|
{
|
|
listeners.Add(listener);
|
|
}
|
|
|
|
public void UnRegisterListener(GameEventListener_JobInstance listener)
|
|
{
|
|
listeners.Remove(listener);
|
|
}
|
|
}
|