Unity EventBinder Save

User Interface Event decoupler

Project README

Unity-EventBinder-Asset

EventBinder asset for Unity

Event binder Mini-Framework for Unity3D

Introduction

The Unity-EventBinder plugin is a de-coupling event framework built to specifically to target Unity 3D. It can be used to separate the event triggers (ex: Button "onClick") from the event listeners.

This project is open source. You can find the officical repository here

For general troubleshooting / support, please post to stack overflow using the tag 'UnityEventBinder'.

Or, if you have found a bug, you are also welcome to create an issue on the github page, or a pull request if you have a fix / extension.

Features

  • De-coupling
    • Separates the event "triggers" from the event "listeners"
    • Uses specific Actions to connect the triggers to the listeners
  • Multiple listeners for an UI event
  • Ability to add static event handlers for events - something that you cannot do with default Unity events
  • Ability to select Events
    • From "EventTriggerType": PointerDown, PointerUp, PointerClick...etc
    • From a specific GameObject (ex: onClick from Button, or onValueChanged from InputField)
  • Ability to add custom arguments including: "String", "int", "float", "double", "Vector2", "Vector3", "Vector4", "GameObject", "Component", "Color". More argument types will come in the future.
  • Ability to select a dynamic argument
    • Example: select the "text" property of a "InputField" component

Installation

You can install Unity-EventBinder using the following method:

  1. From Github Page. Here you can choose between the following:

    • Unity Package: /Unity Asset/ EventBinder[date]-[build].unitypackage - Including a sample scene
    • Source Code: /Source Code/Assets..

Usage

There are 3 main components for the EventBinder plugin

  1. The EventsCollection class

    • This is a collection with all the events that the plugin will search, display and use throughout the framework.
    • You can remove the events provided and add new ones as you would add an event normally
    • The events are Action type, they should be static & public.
    • It is best (yet optional) to name the arguments in your declaration (eg: delegate (string testValue)").
    public static event Action<string> EventWithStringArgument = delegate (string stringArgument) {};
    
  2. The EventBinderBehaviour class

    • Attach this to any GameObject in your scene
    • Set the Target Object from which the user event should be listened from. Will default to the GameObject attached.
    • Select the Event Type that will be listened
      • From TargetObject: Will display a list of components and a list of Events for that component Currently it only supports events extending UnityEvent, will add support for UnityEvent<T0,T1,T2..> in future releases.
      • EventTrigger Type: Will listen to any event supported by the EventTrigger component (PointerDown, PointerEnter, PointerClick...etc)
    • Select the Event Delegate
      • This will be an event from the EventsCollection class
      • If the event has arguments you will need to populate the arguments with values
        • Static - A static, hard-coded value written in the Inspector
        • Dynamic - The value will be retrieved at runtime from the specified component. For example: the text property of a InputField or the rotation of an object, or the position of an object..etc. Combine this with the ability of adding limitless listeners to the events and you can more easily modularize your project.

EventBinderBehaviour

  1. The listener class - In the sample EventBinderSampleListenerController
    • Add a listener to any event from the class as written below:
    public class EventBinderSampleListenerController : MonoBehaviour
    {
        /**LIFECYCLE*/
        private void Start ()
        {
      	AddListeners();
    	AddListenersStatic();
        }
    
    
        /**EVENT REGISTRATION*/
        private void AddListeners()
        {
       	 EventsCollection.eventWithStringArgs  += OnEventWithStringArgsHandler;
        }
    
        private static void AddListenersStatic()
        {
      	  EventsCollection.eventWithStringArgs  += OnStaticEventWithStringArgsHandler;
        }
    
    
    
        /**EVENT HANDLERS*/
        public void OnEventWithStringArgsHandler(string value)
        {
        	Debug.Log ("We got a new message with a String parameter: " + value);
        }	
    
    
        public void OnStaticEventWithStringArgsHandler(string value)
        {
        	Debug.Log ("[STATIC] We got a new message with a String parameter: " + value);
        }	
    }
    

License

The MIT License (MIT)

Copyright (c) 2018 George Dascalu

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.
Open Source Agenda is not affiliated with "Unity EventBinder" Project. README Source: GeorgeDascalu/Unity-EventBinder
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