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Question by mwozniak93 · Sep 07, 2016 at 12:28 AM · eventsnotificationdelegates

Unity Events notifications

Hello! I am implementing events in unity like that: I have components : "Damage" and "Shoot" and "LocalEventsManager" in LocalEventsManager I have :

 public delegate void delTakeDamage;
 public delTakeDamage  event eTakeDamage;
 public void OnDamageTaken(){
 if(eTakeDamage!=null){
 eTakeDamage();
 }
 }


In each component of t$$anonymous$$s object I get the "localEventsManager" component and thanks that I have communication beetwen components - for example if Character takes damage I trigger getComponent<LocalEventsManager>().OnDamageTaken();

and in "Shot" somponent I listen to that and when damage taken I can do function like "CancelShoot". (In t$$anonymous$$s way I listen to that: " getComponent<LocalEventsManager>.eTakeDamage+= CancelShoot;

If I want to notify some objects about global events like "OnPlayerDeath" I use Global Events Manager w$$anonymous$$ch is a Singleton or static class.

Please tell me- is it a good enough way to handle it or is there an easier way? For example maybe there is a posiblity to efficiently create one Global Events Manager w$$anonymous$$ch also handle events for single gameobjects? (for example Goblin3 took damage and only $$anonymous$$s components need to know that. Not every single gameobject in scene.)

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kluepfel

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