Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Fostudio · Dec 15, 2015 at 09:28 PM · eventsdelegates

In delegate function, add the same listener event, why the same listener be called Immediately?

I write one script to listener an Event and in delegate function, i add another script the same listener in previous Event, but why the same listener be called immediately? The following is add another script the same listener script: using System.Collections.Generic; using UnityEngine;

 public class SceneManager : MonoBehaviour
 {
     private static SceneManager m_Instance;
 
     public static SceneManager Instance
     {
         get
         {
             if (m_Instance == null)
             {
                 m_Instance = (SceneManager)FindObjectOfType(typeof(SceneManager));
             }
             if (!m_Instance)
             {
                 Debug.LogError("SceneManager could not find himself!");
             }
             return m_Instance;
         }
     }
 
     [HideInInspector]
     public List<EventDelegate> EventDelegetDo = new List<EventDelegate>();
 
     public void RegisterBackBtnDo()
     {
         EventDelegate.Add(EventDelegetDo, Do);
     }
 
     public void UnRegisterBackBtnDo()
     {
         EventDelegate.Remove(EventDelegetDo, Do);
     }
 
     private void Start()
     {
     }
 
     private void Update()
     {
         if (Input.GetKeyDown(KeyCode.T))
         {
             EventDelegate.Execute(EventDelegetDo);
         }
     }
 
     private void Do()
     {
         Debug.Log("===============ZJDebug=============== From SceneManager");
     }
 }

The following is initial register listener script:

 using UnityEngine;
 
 public class TDelegate : MonoBehaviour
 {
     public void RegisterBackBtnDo()
     {
         EventDelegate.Add(SceneManager.Instance.EventDelegetDo, Do);
     }
 
     public void UnRegisterBackBtnDo()
     {
         EventDelegate.Remove(SceneManager.Instance.EventDelegetDo, Do);
     }
 
     private void Start()
     {
         RegisterBackBtnDo();
     }
 
     private void Update()
     {
     }
 
     private void Do()
     {
         Debug.Log("===============ZJDebug=============== From TDelegate");
         SceneManager.Instance.RegisterBackBtnDo();
         //Invoke("WaitForTest", float.NegativeInfinity);
     }
 
     private void WaitForTest()
     {
         SceneManager.Instance.RegisterBackBtnDo();
     }
 }

I have tried multiple variations of this, if invoke float.NegativeInfinity second register it not be called Immediately, can someone tell me why? in addition to delay call There is no better way called by after? English is too bad please forgive me thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Unity Events - Subscribe and Unsubscribe Odd Behavor 0 Answers

Using Delegates for separating UI and Logic, are these in the right place? 1 Answer

Unity Events notifications 0 Answers

Can a function derived from MonoBehavior subscribe to a static delegate? 1 Answer

Subscribers of Delegates? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges