One argument version of UnityEvent.
If you wish to use a generic UnityEvent type you must override the class type.
#pragma strict
class MyIntEvent extends UnityEvent.<int> {}
var m_MyEvent : MyIntEvent;
function Start () { if (m_MyEvent == null) m_MyEvent = new MyIntEvent ();
m_MyEvent.AddListener (Ping); }
function Update () { if (Input.anyKeyDown && m_MyEvent != null) { m_MyEvent.Invoke (5); } }
function Ping (i: int) { Debug.Log ("Ping" + i); }
using UnityEngine; using UnityEngine.Events;
[System.Serializable] public class MyIntEvent : UnityEvent<int> { }
public class ExampleClass : MonoBehaviour { public MyIntEvent m_MyEvent;
void Start () { if (m_MyEvent == null) m_MyEvent = new MyIntEvent();
m_MyEvent.AddListener (Ping); }
void Update () { if (Input.anyKeyDown && m_MyEvent != null) { m_MyEvent.Invoke (5); } }
void Ping (int i) { Debug.Log ("Ping" + i); } }
GetPersistentEventCount | Get the number of registered persistent listeners. |
GetPersistentMethodName | Get the target method name of the listener at index index. |
GetPersistentTarget | Get the target component of the listener at index index. |
RemoveAllListeners | Remove all non-persistent listeners from the event. |
SetPersistentListenerState | Modify the execution state of a persistent listener. |
GetValidMethodInfo | Given an object, function name, and a list of argument types; find the method that matches. |