Events

Checked with version: 4.1

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Difficulty: Intermediate

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Date: 24 Jul 2015

How to create a dynamic "broadcast" system using Events.

Events

Intermediate Scripting

EventManager

Code snippet

using UnityEngine;
using System.Collections;

public class EventManager : MonoBehaviour 
{
    public delegate void ClickAction();
    public static event ClickAction OnClicked;

    
    void OnGUI()
    {
        if(GUI.Button(new Rect(Screen.width / 2 - 50, 5, 100, 30), "Click"))
        {
            if(OnClicked != null)
                OnClicked();
        }
    }
}
//Javascript doesn't have a built-in "event". Instead,
//you will need to use C# to gain this functionality.
//Other scripts written in Javascript can still subscribe
//to events created in C#.
import UnityEngine
import System.Collections


public class EventManager(MonoBehaviour):

    public callable ClickAction() as void
    public static event OnClicked as ClickAction

    
    
    private def OnGUI():
        if GUI.Button(Rect(((Screen.width / 2) - 50), 5, 100, 30), 'Click'):
            OnClicked()

TeleportScript

Code snippet

using UnityEngine;
using System.Collections;

public class TeleportScript : MonoBehaviour 
{
    void OnEnable()
    {
        EventManager.OnClicked += Teleport;
    }
    
    
    void OnDisable()
    {
        EventManager.OnClicked -= Teleport;
    }
    
    
    void Teleport()
    {
        Vector3 pos = transform.position;
        pos.y = Random.Range(1.0f, 3.0f);
        transform.position = pos;
    }
}
#pragma strict

//Scripts written in Javascript can subscribe to
//events made in C#. The key is that the C# scripts
//must be compiled before the Javascripts. In the are
//compiled at the same time, they won't be able to 
//"see" each other.

function OnEnable()
{
    EventManager.OnClicked += Teleport;
}


function OnDisable()
{
    EventManager.OnClicked -= Teleport;
}


function Teleport()
{
    var pos : Vector3 = transform.position;
    pos.y = Random.Range(1.0f, 3.0f);
    transform.position = pos;
}
import UnityEngine
import System.Collections


public class TeleportScript(MonoBehaviour):

    private def OnEnable():
        EventManager.OnClicked += Teleport

    
    
    private def OnDisable():
        EventManager.OnClicked -= Teleport

    
    
    private def Teleport():
        pos as Vector3 = transform.position
        pos.y = Random.Range(1.0F, 3.0F)
        transform.position = pos

TurnColorScript

Code snippet

using UnityEngine;
using System.Collections;

public class TurnColorScript : MonoBehaviour 
{
    void OnEnable()
    {
        EventManager.OnClicked += TurnColor;
    }
    
    
    void OnDisable()
    {
        EventManager.OnClicked -= TurnColor;
    }
    
    
    void TurnColor()
    {
        Color col = new Color(Random.value, Random.value, Random.value);
        renderer.material.color = col;
    }
}
#pragma strict

//Scripts written in Javascript can subscribe to
//events made in C#. The key is that the C# scripts
//must be compiled before the Javascripts. In the are
//compiled at the same time, they won't be able to 
//"see" each other.

function OnEnable()
{
    EventManager.OnClicked += TurnColor;
}


function OnDisable()
{
    EventManager.OnClicked -= TurnColor;
}


function TurnColor()
{
    var col : Color = new Color(Random.value, Random.value, Random.value);
    renderer.material.color = col;
}
import UnityEngine
import System.Collections


public class TurnColorScript(MonoBehaviour):

    private def OnEnable():
        EventManager.OnClicked += TurnColor

    
    
    private def OnDisable():
        EventManager.OnClicked -= TurnColor

    
    
    private def TurnColor():
        col = Color(Random.value, Random.value, Random.value)
        renderer.material.color = col
Attributes
Building a Custom Inspector

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  2. Variables and Functions
  3. Conventions and Syntax
  4. C# vs JS syntax
  5. IF Statements
  6. Loops
  7. Scope and Access Modifiers
  8. Awake and Start
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Intermediate Gameplay Scripting

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  18. Events

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