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Question by Jaliborc · Jan 22, 2012 at 04:03 PM · eventboo

Boo Events

I am trying to create a singleton class for handling events, which could then be registered and fired by other classes. Here is my code so far:

 import UnityEngine
 
 class Events (MonoBehaviour):
     static public Handler as Events
     public GameOver as callable()
     
     def Awake ():
         if not Handler:
             Handler = self
             
     def FireGameOver ():
         GameOver()

However, trying to add a method to the event fails with error "Object reference not set to an instance of an object". Here is my testing class: import UnityEngine

 class SomeCollider (MonoBehaviour): 
 
     def OnCollisionEnter (collision as Collision):
         if collision.gameObject.tag == 'MakeTest':
             Events.Handler.GameOver += Test
             Events.Handler.FireGameOver()
             
     def Test ():
         print('Test')
         
     def Test2 ():
         print('Test2')

Also, is there any way to avoid the need for the FireGameOver method? Or any easier method to implement this approach?

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Answer by Jaliborc · Jan 22, 2012 at 10:38 PM

After much trial and error, I found the solution myself:

(Events.boo)

 class Events:
     static public event GameOver as callable()
     static public def FireGameOver():
         GameOver()

(SomeCollider.boo)

 import UnityEngine
 
 class SomeCollider (MonoBehaviour): 
     def OnCollisionEnter (collision as Collision):
             Events.GameOver += Test
         Events.FireGameOver()

     def Test ():
         print('Test')

I could not, however, find a solution that would avoid the need to define a function for each event, as they appear to not be callable outside of the class methods.

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