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SingleEventAction, KeyedEventActions, & Friends
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: Forwards keyed events to a KeyedEventActions component elsewhere.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Needs to be put on the same GameObject as the Mecanim Animator component or “legacy” Animation component.
/// Animation events should be configured in the Unity Editor's Animation timeline view or model import settings › Animations tab › Events disclosure (or via the scripting API, I suppose) to call “Function: Action, Parameter String: «your-decided-key-string-for-this-action»”.
/// @intended project path: Assets/Utils/EventAction/KeyedEventActionForwarder.cs
/// @interwebsouce: https://gist.github.com/capnslipp/50db1dc724514bb3db91
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
[AddComponentMenu("Utils/EventAction/Keyed Event Action Forwarder")]
public class KeyedEventActionForwarder : MonoBehaviour
{
[Serializable] public struct TargetEntry
{
public KeyedEventActions target;
public string[] keyStrings;
}
public List<TargetEntry> targets;
protected void OnValidate()
{
List<TargetEntry> targets = this.targets;
if (targets.Count == 0)
targets.Add(new TargetEntry());
}
public void Action(string key)
{
if (!this.enabled) {
Debug.LogWarning(typeof(KeyedEventActionForwarder)+" received Action() but is disabled. Ignoring.", this);
return;
}
if (string.IsNullOrEmpty(key)) {
Debug.LogWarning(typeof(KeyedEventActionForwarder)+" received Action() with null or 0-length key. Skipping.", this);
return;
}
foreach (TargetEntry entry in this.targets)
{
bool hasKey = ((ICollection<string>)entry.keyStrings).Contains(key);
if (hasKey)
entry.target.Action(key);
}
}
}
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: Responds to animation events in the form of `Action("key-string")` with configurable `UnityEvent` action lists, per key string.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Should be put on the same GameObject as the Mecanim Animator component or “legacy” Animation component, unless it's being referenced by a KeyedEventActionForwarder (in which case it can be put anywhere).
/// Animation events should be configured in the Unity Editor's Animation timeline view or model import settings › Animations tab › Events disclosure (or via the scripting API, I suppose) to call “Function: Action, Parameter String: «your-decided-key-string-for-this-action»”.
/// @intended project path: Assets/Utils/EventAction/KeyedEventActions.cs
/// @interwebsouce: https://gist.github.com/capnslipp/50db1dc724514bb3db91
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
[AddComponentMenu("Utils/EventAction/Keyed Event Actions")]
public class KeyedEventActions : MonoBehaviour
{
[Serializable] public struct ActionEntry
{
public string keyString;
public UnityEvent action;
[Serializable] public class ActivateFlags
{
public bool onEnable = false;
}
public ActivateFlags activate;
}
public List<ActionEntry> actions;
protected void OnEnable()
{
foreach (ActionEntry entry in this.actions) {
if (entry.activate.onEnable)
entry.action.Invoke();
}
}
protected void OnValidate()
{
List<ActionEntry> actions = this.actions;
if (actions.Count == 0)
actions.Add(new ActionEntry());
}
public void Action(string key)
{
if (!this.enabled) {
Debug.LogWarning(typeof(KeyedEventActions)+" received Action() but is disabled. Ignoring.", this);
return;
}
if (string.IsNullOrEmpty(key)) {
Debug.LogWarning(typeof(KeyedEventActions)+" received Action() with null or 0-length key. Skipping.", this);
return;
}
foreach (ActionEntry entry in this.actions)
{
if (entry.keyString == key)
entry.action.Invoke();
}
}
}
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: Responds to an animation event in the form of `Action()` with a configurable `UnityEvent` action list.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Needs to be put on the same GameObject as the Mecanim Animator component or “legacy” Animation component.
/// Animation events should be configured in the Unity Editor's Animation timeline view or model import settings › Animations tab › Events disclosure (or via the scripting API, I suppose) to call “Function: Action”.
/// @intended project path: Assets/Utils/EventAction/SingleEventAction.cs
/// @interwebsouce: https://gist.github.com/capnslipp/50db1dc724514bb3db91
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
[AddComponentMenu("Utils/EventAction/Single Event Action")]
public class SingleEventAction : MonoBehaviour
{
public UnityEvent action;
[Serializable] public class ActivateFlags
{
public bool onEnable = false;
public bool whenToldTo = true;
}
public ActivateFlags activate;
protected void OnEnable()
{
if (this.activate.onEnable)
this.action.Invoke();
}
public void Action()
{
if (!this.activate.whenToldTo) {
Debug.LogWarning(typeof(SingleEventAction)+" received Action() but activate.whenToldTo is disabled. Skipping.", this);
return;
}
if (!this.enabled) {
Debug.LogWarning(typeof(SingleEventAction)+" received Action() but is disabled. Ignoring.", this);
return;
}
this.action.Invoke();
}
}
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