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AniRigEventSignalReceiver.cs
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AniRigEventSignalReceiver.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace DD.Animation.RigEvents
{
public class AniRigEventSignalReceiver : MonoBehaviour
{
[SerializeField] private string receiverLabel;
public int ReceiverHash { private set; get; }
public UnityEvent<GameObject> OnTrigger;
public UnityEvent<GameObject> OnEnable;
public UnityEvent<GameObject> OnDisable;
public UnityEvent<GameObject> OnStart;
public UnityEvent<GameObject> OnStop;
private void Awake()
{
ReceiverHash = receiverLabel.GetHashCode();
}
public void ReceiveSignal(AnimRigEventType eventType)
{
switch (eventType)
{
case AnimRigEventType.START:
OnStart?.Invoke(null);
break;
case AnimRigEventType.STOP:
OnStop?.Invoke(null);
break;
case AnimRigEventType.TRIGGER:
OnTrigger?.Invoke(null);
break;
case AnimRigEventType.ENABLE:
OnEnable?.Invoke(null);
break;
case AnimRigEventType.DISABLE:
OnDisable?.Invoke(null);
break;
default:
Debug.LogError($"{name} could not handle AnimRigEvent {eventType.ToString()}.", this);
break;
}
}
}
public enum AnimRigEventType
{
START,
STOP,
TRIGGER,
ENABLE,
DISABLE
}
}