using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; /* * Syntax: * EventName is a user-defined name for the event * parameterType is the type of the input parameter(s) the event receives * * * An event that does not receive any input parameters * [System.Serializable] * public EventName : UnityEvent { }; * * An event that receives one input parameter * [System.Serializable] * public EventName : UnityEvent { }; * * An event that receives two input parameter * [System.Serializable] * public EventName : UnityEvent { }; * * * A example event called HealthChangeEvent that receives one input parameter of type float. The input parameter is for the new health value. * [System.Serializable] * public class HealthChangeEvent : UnityEvent { }; * * */ [System.Serializable] public class WeaponChangeEvent : UnityEvent { }; [System.Serializable] public class HealthExpiredEvent : UnityEvent { }; [System.Serializable] public class HealthChangedEvent : UnityEvent { };