using NaughtyAttributes; using UnityEngine; namespace GameplayIngredients.Events { [RequireComponent(typeof(Renderer))] public class OnVisibilityEvent : EventBase { [ReorderableList] public Callable[] OnVisible; [ReorderableList] public Callable[] OnInvisible; private void OnBecameVisible() { Callable.Call(OnVisible, this.gameObject); } private void OnBecameInvisible() { Callable.Call(OnInvisible, this.gameObject); } } }