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A simple way to dispatch global and local events.
Using channels to trigger events to decouple the components.Two Cats Code | Online Documentation | Discord | Unity Asset-StoreAll AnyEvent 2 buyers can get a free downgrade to AnyEvent.AnyEvent 2 is designed to be simple and integrated into any off-the-shelf project at minimal cost. We provide a set of supplementary components for Unity UI that extend the default UI events. Through the C# reflection mechanism, we have even designed a set of components to listen to the value change events of any member variables of any component and send related events. AnyEvent 2 supports custom extensions.AnyEvent 2 suits all developers, including programmers, planners, and UI designers.FeaturesAny object can be the target or/and invoker.Centralization. No reference is needed between the listener and the invoker anymore—no delegate mechanism knowledge is required.Channel. Use the text channel and/or asset channel to invoke an event. The event can be invoked as a global or a local (to target) event that carries data.Supports event callback. You can use this mechanism to send a post-event to the invoker.UI events supported. A set of complementary components to the original Unity UI event. No coding is required.Transforms. It allows the transformation of the received data. Works well with the UI events.Binding. Invokes an event when a variable changes and updates it when it receives an event without coding.Zero learning cost.Easy to incorporate into the current project.Source code included.All platforms are supported.Quick StartRegister an eventAnyEvent.Channel("Channel Name").AddTarget(gameObject, MyMethod);Invoke a to-target eventAnyEvent.Channel("Channel Name").Invoke(invokergGameObject, targetGameObject, obj);Invoke a global eventAnyEvent.Channel("Channel Name").Invoke(invokergGameObject, obj);Requirement:- Unity 2021.3.x- Odin Inspector
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