Files
Unity20GameJam/Assets/A2WToolBox/3rd/StateMachine/Runtime/Drivers/StateDriverUnity.cs

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3.9 KiB
C#

/*
* Copyright (c) 2019 Made With Monster Love (Pty) Ltd
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal in the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
using UnityEngine;
namespace MonsterLove.StateMachine
{
public class StateDriverUnity
{
public StateEvent Awake;
public StateEvent LateUpdate;
public StateEvent<int> OnAnimatorIK;
public StateEvent OnAnimatorMove;
public StateEvent<bool> OnApplicationFocus;
public StateEvent OnApplicationPause;
public StateEvent OnApplicationQuit;
public StateEvent<float[], int> OnAudioFilterRead;
public StateEvent OnBecameInvisible;
public StateEvent OnBecameVisible;
public StateEvent<Collider> OnCollisionEnter;
public StateEvent<Collision2D> OnCollisionEnter2D;
public StateEvent<Collider> OnCollisionExit;
public StateEvent<Collider2D> OnCollisionExit2D;
public StateEvent<Collision> OnCollisionStay;
public StateEvent<Collision2D> OnCollisionStay2D;
public StateEvent OnConnectedToServer;
public StateEvent<ControllerColliderHit> OnControllerColliderHit;
public StateEvent OnDestroy;
public StateEvent OnDisable;
public StateEvent OnDrawGizmos;
public StateEvent OnDrawGizmosSelected;
public StateEvent OnEnable;
public StateEvent OnGUI;
public StateEvent<float> OnJointBreak;
public StateEvent<Joint2D> OnJointBreak2D;
public StateEvent OnMouseDown;
public StateEvent OnMouseDrag;
public StateEvent OnMouseEnter;
public StateEvent OnMouseExit;
public StateEvent OnMouseOver;
public StateEvent OnMouseUp;
public StateEvent OnMouseUpAsButton;
public StateEvent<GameObject> OnParticleCollision;
public StateEvent OnParticleSystemStopped;
public StateEvent OnParticleTrigger;
public StateEvent OnPostRender;
public StateEvent OnPreCull;
public StateEvent<RenderTexture, RenderTexture> OnRenderImage;
public StateEvent OnRenderObject;
public StateEvent OnTransformChildrenChanged;
public StateEvent OnTransformParentChanged;
public StateEvent<Collider> OnTriggerEnter;
public StateEvent<Collider2D> OnTriggerEnter2D;
public StateEvent<Collider> OnTriggerExit;
public StateEvent<Collider2D> OnTriggerExit2D;
public StateEvent<Collider> OnTriggerStay;
public StateEvent<Collider2D> OnTriggerStay2D;
public StateEvent OnValidate;
public StateEvent OnWillRenderOjbect;
public StateEvent Reset;
public StateEvent Start;
public StateEvent Update;
//Unity Networking Deprecated
//public StateEvent<NetworkDisconnection> OnDisconnectedFromServer;
//public StateEvent<NetworkConnectionError> OnFailedToConnect;
//public StateEvent<NetworkConnectionError> OnFailedToConnectToMasterServer;
//public StateEvent<MasterServerEvent> OnMasterServerEvent;
//public StateEvent<NetworkMessageInfo> OnNetworkInstantiate;
//public StateEvent<NetworkPlayer> OnPlayerConnected;
//public StateEvent<NetworkPlayer> OnPlayerDisconnected;
//public StateEvent<BitStream, NetworkMessageInfo> OnSerializeNetworkView;
//public StateEvent OnSeverInitialized;
}
}