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using System;
namespace LobbyRelaySample
{
/// <summary>
/// Something that exposes some data that, when changed, an observer would want to be notified about automatically.
/// Used for UI elements and for keeping our local Lobby state synchronized with the remote Lobby service data.
/// (See http://gameprogrammingpatterns.com/observer.html to learn more.)
///
/// In your Observed child implementations, be sure to call OnChanged when setting the value of any property.
/// </summary>
/// <typeparam name="T">The type of object to be observed.</typeparam>
public abstract class Observed<T>
{
/// <summary>
/// If you want to copy all of the values, and only trigger OnChanged once.
/// </summary>
/// <param name="oldObserved"></param>
public abstract void CopyObserved(T oldObserved);
public Action<T> onChanged { get; set; }
public Action<T> onDestroyed { get; set; }
/// <summary>
/// Should be implemented into every public property of the observed
/// </summary>
/// <param name="observed">Instance of the observed that changed.</param>
protected void OnChanged(T observed)
{
onChanged?.Invoke(observed);
}
protected void OnDestroyed(T observed)
{
onDestroyed?.Invoke(observed);
}
}
}