Game Development Reference
In-Depth Information
121 }
122 //-----------------------------------------------------------
123 //Called on scene change. Clean up dictionary
124 void OnLevelWasLoaded()
125 {
126 RemoveRedundancies();
127 }
128 //-----------------------------------------------------------
129 #endregion
130 }
More information on the OnLevelWasLoaded event can be
found at http://docs.unity3d.com/ScriptReference/
MonoBehaviour.OnLevelWasLoaded.html .
The following are the comments on the code sample 4-5:
Line 003 : Notice the addition of the System.Collections.Generic
namespace giving us access to additional mono classes, including the
Dictionary class. This class will be used throughout the EventManager
class. More information on mono and its classes are explained later in
Chapter 6 , Working with Mono . In short, the Dictionary class is a special kind
of 2D array that allows us to store a database of values based on key-value
pairing. More information on the Dictionary class can be found at http://
msdn.microsoft.com/en-us/library/xfhwa508%28v=vs.110%29.aspx .
Line 007 : The EventManager class is derived from MonoBehaviour and
should be attached to an empty GameObject in the scene where it will
exist as a persistent singleton.
Line 024 : A private member variable Listeners is declared using a
Dictionary class. This structure maintains a hash-table array of key-value
pairs, which can be looked up and searched like a database. The key-value
pairing for the EventManager class takes the form of EVENT_TYPE and
List<Component> . In short, this means that a list of event types can be stored
(such as HEALTH_CHANGE ), and for each type there could be none, one, or
more components that are listening and which should be notified when the
event occurs. In effect, the Listeners member is the primary data structure
on which the EventManager relies to maintain who is listening for what. For
more detailed information on the Mono Framework and common classes
within it, refer to Chapter 6 , Working with Mono .
 
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