Repository URL to install this package:
|
Version:
2023.7.4 ▾
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/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
* Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*
* deny overwrite
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable CheckNamespace
using System;
using System.Collections.Generic;
using Gs2.Unity.UiKit.Gs2Inventory.Fetcher;
using UnityEngine;
using UnityEngine.Events;
namespace Gs2.Unity.UiKit.Gs2Inventory
{
/// <summary>
/// Main
/// </summary>
[AddComponentMenu("GS2 UIKit/Inventory/ItemSet/Fetcher/Properties/ExpiresAt/Gs2InventoryItemSetExpiresAtFetcher")]
public partial class Gs2InventoryItemSetExpiresAtFetcher : MonoBehaviour
{
public void Update()
{
if (_fetcher.Fetched && _fetcher.ItemSet != null)
{
onUpdate?.Invoke(
_fetcher.ItemSet[index].ExpiresAt
);
}
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2InventoryItemSetExpiresAtFetcher
{
private Gs2InventoryOwnItemSetFetcher _fetcher;
public void Awake()
{
_fetcher = GetComponentInParent<Gs2InventoryOwnItemSetFetcher>();
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2InventoryItemSetExpiresAtFetcher
{
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2InventoryItemSetExpiresAtFetcher
{
public int index;
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2InventoryItemSetExpiresAtFetcher
{
[Serializable]
private class UpdateEvent : UnityEvent<long>
{
}
[SerializeField]
private UpdateEvent onUpdate = new UpdateEvent();
public event UnityAction<long> OnUpdate
{
add => onUpdate.AddListener(value);
remove => onUpdate.RemoveListener(value);
}
}
}