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Continentis/Assets/Scripts/SLSUtilities/General/GameEvent.cs

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using System;
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using SLSFramework.General;
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using UnityEngine;
using UnityEngine.Events;
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namespace SLSFramework.General
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{
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public class PrioritizedAction : IPrioritized
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{
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private readonly Action action;
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public int Priority { get; set; }
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public PrioritizedAction(Action action, int priority = 0)
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{
this.action = action;
this.Priority = priority;
}
public void Invoke()
{
action.Invoke();
}
}
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public class PrioritizedAction<T> : IPrioritized
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{
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private readonly Action<T> action;
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public int Priority { get; set; }
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public PrioritizedAction(Action<T> action, int priority = 0)
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{
this.action = action;
this.Priority = priority;
}
public void Invoke(T arg)
{
action.Invoke(arg);
}
}
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public class PrioritizedAction<T1, T2> : IPrioritized
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{
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private readonly Action<T1, T2> action;
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public int Priority { get; set; }
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public PrioritizedAction(Action<T1, T2> action, int priority = 0)
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{
this.action = action;
this.Priority = priority;
}
public void Invoke(T1 arg1, T2 arg2)
{
action.Invoke(arg1, arg2);
}
}
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public class PrioritizedAction<T1, T2, T3> : IPrioritized
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{
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private readonly Action<T1, T2, T3> action;
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public int Priority { get; set; }
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public PrioritizedAction(Action<T1, T2, T3> action, int priority = 0)
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{
this.action = action;
this.Priority = priority;
}
public void Invoke(T1 arg1, T2 arg2, T3 arg3)
{
action.Invoke(arg1, arg2, arg3);
}
}
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public class PrioritizedFunc<TR> : IPrioritized
{
private readonly Func<TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke()
{
return func.Invoke();
}
}
public class PrioritizedFunc<T, TR> : IPrioritized
{
private readonly Func<T, TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<T, TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke(T arg)
{
return func.Invoke(arg);
}
}
public class PrioritizedFunc<T1, T2, TR> : IPrioritized
{
private readonly Func<T1, T2, TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<T1, T2, TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke(T1 arg1, T2 arg2)
{
return func.Invoke(arg1, arg2);
}
}
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public class PrioritizedFunc<T1, T2, T3, TR> : IPrioritized
{
private readonly Func<T1, T2, T3, TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<T1, T2, T3, TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke(T1 arg1, T2 arg2, T3 arg3)
{
return func.Invoke(arg1, arg2, arg3);
}
}
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public class PrioritizedCheckAndEffect : IPrioritized
{
public readonly Func<bool> check;
public readonly Action effect;
public int Priority { get; set; }
public PrioritizedCheckAndEffect(Func<bool> check, Action effect, int priority = 0)
{
this.check = check;
this.effect = effect;
this.Priority = priority;
}
public void Invoke()
{
if (check.Invoke())
{
effect.Invoke();
}
}
}
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}