Class EventBus
Namespace: DiceRolling.Events
Assembly: dice-rolling.dll
[Tool]
[ScriptPath("res://features/Common/Events/EventBus.cs")]
public class EventBus : Node, IDisposable
Inheritance
object ← GodotObject ← Node ← EventBus
Implements
Inherited Members
Show/Hide Inherited Members
Node.NotificationEnterTree,
Node.NotificationExitTree,
Node.NotificationMovedInParent,
Node.NotificationReady,
Node.NotificationPaused,
Node.NotificationUnpaused,
Node.NotificationPhysicsProcess,
Node.NotificationProcess,
Node.NotificationParented,
Node.NotificationUnparented,
Node.NotificationSceneInstantiated,
Node.NotificationDragBegin,
Node.NotificationDragEnd,
Node.NotificationPathRenamed,
Node.NotificationChildOrderChanged,
Node.NotificationInternalProcess,
Node.NotificationInternalPhysicsProcess,
Node.NotificationPostEnterTree,
Node.NotificationDisabled,
Node.NotificationEnabled,
Node.NotificationResetPhysicsInterpolation,
Node.NotificationEditorPreSave,
Node.NotificationEditorPostSave,
Node.NotificationWMMouseEnter,
Node.NotificationWMMouseExit,
Node.NotificationWMWindowFocusIn,
Node.NotificationWMWindowFocusOut,
Node.NotificationWMCloseRequest,
Node.NotificationWMGoBackRequest,
Node.NotificationWMSizeChanged,
Node.NotificationWMDpiChange,
Node.NotificationVpMouseEnter,
Node.NotificationVpMouseExit,
Node.NotificationOsMemoryWarning,
Node.NotificationTranslationChanged,
Node.NotificationWMAbout,
Node.NotificationCrash,
Node.NotificationOsImeUpdate,
Node.NotificationApplicationResumed,
Node.NotificationApplicationPaused,
Node.NotificationApplicationFocusIn,
Node.NotificationApplicationFocusOut,
Node.NotificationTextServerChanged,
Node.GetNode<T>(NodePath),
Node.GetNodeOrNull<T>(NodePath),
Node.GetChild<T>(int, bool),
Node.GetChildOrNull<T>(int, bool),
Node.GetOwner<T>(),
Node.GetOwnerOrNull<T>(),
Node.GetParent<T>(),
Node.GetParentOrNull<T>(),
Node._EnterTree(),
Node._ExitTree(),
Node._GetConfigurationWarnings(),
Node._Input(InputEvent),
Node._PhysicsProcess(double),
Node._Process(double),
Node._Ready(),
Node._ShortcutInput(InputEvent),
Node._UnhandledInput(InputEvent),
Node._UnhandledKeyInput(InputEvent),
Node.PrintOrphanNodes(),
Node.AddSibling(Node, bool),
Node.AddChild(Node, bool, Node.InternalMode),
Node.RemoveChild(Node),
Node.Reparent(Node, bool),
Node.GetChildCount(bool),
Node.GetChildren(bool),
Node.GetChild(int, bool),
Node.HasNode(NodePath),
Node.GetNode(NodePath),
Node.GetNodeOrNull(NodePath),
Node.GetParent(),
Node.FindChild(string, bool, bool),
Node.FindChildren(string, string, bool, bool),
Node.FindParent(string),
Node.HasNodeAndResource(NodePath),
Node.GetNodeAndResource(NodePath),
Node.IsInsideTree(),
Node.IsPartOfEditedScene(),
Node.IsAncestorOf(Node),
Node.IsGreaterThan(Node),
Node.GetPath(),
Node.GetPathTo(Node, bool),
Node.AddToGroup(StringName, bool),
Node.RemoveFromGroup(StringName),
Node.IsInGroup(StringName),
Node.MoveChild(Node, int),
Node.GetGroups(),
Node.GetIndex(bool),
Node.PrintTree(),
Node.PrintTreePretty(),
Node.GetTreeString(),
Node.GetTreeStringPretty(),
Node.PropagateNotification(int),
Node.PropagateCall(StringName, Array, bool),
Node.SetPhysicsProcess(bool),
Node.GetPhysicsProcessDeltaTime(),
Node.IsPhysicsProcessing(),
Node.GetProcessDeltaTime(),
Node.SetProcess(bool),
Node.IsProcessing(),
Node.SetProcessInput(bool),
Node.IsProcessingInput(),
Node.SetProcessShortcutInput(bool),
Node.IsProcessingShortcutInput(),
Node.SetProcessUnhandledInput(bool),
Node.IsProcessingUnhandledInput(),
Node.SetProcessUnhandledKeyInput(bool),
Node.IsProcessingUnhandledKeyInput(),
Node.CanProcess(),
Node.SetDisplayFolded(bool),
Node.IsDisplayedFolded(),
Node.SetProcessInternal(bool),
Node.IsProcessingInternal(),
Node.SetPhysicsProcessInternal(bool),
Node.IsPhysicsProcessingInternal(),
Node.IsPhysicsInterpolated(),
Node.IsPhysicsInterpolatedAndEnabled(),
Node.ResetPhysicsInterpolation(),
Node.SetTranslationDomainInherited(),
Node.GetWindow(),
Node.GetLastExclusiveWindow(),
Node.GetTree(),
Node.CreateTween(),
Node.Duplicate(int),
Node.ReplaceBy(Node, bool),
Node.SetSceneInstanceLoadPlaceholder(bool),
Node.GetSceneInstanceLoadPlaceholder(),
Node.SetEditableInstance(Node, bool),
Node.IsEditableInstance(Node),
Node.GetViewport(),
Node.QueueFree(),
Node.RequestReady(),
Node.IsNodeReady(),
Node.SetMultiplayerAuthority(int, bool),
Node.GetMultiplayerAuthority(),
Node.IsMultiplayerAuthority(),
Node.RpcConfig(StringName, Variant),
Node.GetRpcConfig(),
Node.Atr(string, StringName),
Node.AtrN(string, StringName, int, StringName),
Node.Rpc(StringName, params Variant[]),
Node.Rpc(StringName, ReadOnlySpan<Variant>),
Node.RpcId(long, StringName, params Variant[]),
Node.RpcId(long, StringName, ReadOnlySpan<Variant>),
Node.UpdateConfigurationWarnings(),
Node.CallDeferredThreadGroup(StringName, params Variant[]),
Node.CallDeferredThreadGroup(StringName, ReadOnlySpan<Variant>),
Node.SetDeferredThreadGroup(StringName, Variant),
Node.NotifyDeferredThreadGroup(int),
Node.CallThreadSafe(StringName, params Variant[]),
Node.CallThreadSafe(StringName, ReadOnlySpan<Variant>),
Node.SetThreadSafe(StringName, Variant),
Node.NotifyThreadSafe(int),
Node.EmitSignalReady(),
Node.EmitSignalRenamed(),
Node.EmitSignalTreeEntered(),
Node.EmitSignalTreeExiting(),
Node.EmitSignalTreeExited(),
Node.EmitSignalChildEnteredTree(Node),
Node.EmitSignalChildExitingTree(Node),
Node.EmitSignalChildOrderChanged(),
Node.EmitSignalReplacingBy(Node),
Node.EmitSignalEditorDescriptionChanged(Node),
Node.EmitSignalEditorStateChanged(),
Node.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
Node.HasGodotClassMethod(in godot_string_name),
Node.HasGodotClassSignal(in godot_string_name),
Node.Name,
Node.UniqueNameInOwner,
Node.SceneFilePath,
Node.Owner,
Node.Multiplayer,
Node.ProcessMode,
Node.ProcessPriority,
Node.ProcessPhysicsPriority,
Node.ProcessThreadGroup,
Node.ProcessThreadGroupOrder,
Node.ProcessThreadMessages,
Node.PhysicsInterpolationMode,
Node.AutoTranslateMode,
Node.EditorDescription,
Node.Ready,
Node.Renamed,
Node.TreeEntered,
Node.TreeExiting,
Node.TreeExited,
Node.ChildEnteredTree,
Node.ChildExitingTree,
Node.ChildOrderChanged,
Node.ReplacingBy,
Node.EditorDescriptionChanged,
Node.EditorStateChanged,
GodotObject.NotificationPostinitialize,
GodotObject.NotificationPredelete,
GodotObject.NotificationExtensionReloaded,
GodotObject.InstanceFromId(ulong),
GodotObject.IsInstanceIdValid(ulong),
GodotObject.IsInstanceValid(GodotObject?),
GodotObject.WeakRef(GodotObject?),
GodotObject.Dispose(),
GodotObject.Dispose(bool),
GodotObject.ToString(),
GodotObject.ToSignal(GodotObject, StringName),
GodotObject._Get(StringName),
GodotObject._GetPropertyList(),
GodotObject._IterGet(Variant),
GodotObject._IterInit(Array),
GodotObject._IterNext(Array),
GodotObject._Notification(int),
GodotObject._PropertyCanRevert(StringName),
GodotObject._PropertyGetRevert(StringName),
GodotObject._Set(StringName, Variant),
GodotObject._ValidateProperty(Dictionary),
GodotObject.Free(),
GodotObject.GetClass(),
GodotObject.IsClass(string),
GodotObject.Set(StringName, Variant),
GodotObject.Get(StringName),
GodotObject.SetIndexed(NodePath, Variant),
GodotObject.GetIndexed(NodePath),
GodotObject.GetPropertyList(),
GodotObject.GetMethodList(),
GodotObject.PropertyCanRevert(StringName),
GodotObject.PropertyGetRevert(StringName),
GodotObject.Notification(int, bool),
GodotObject.GetInstanceId(),
GodotObject.SetScript(Variant),
GodotObject.GetScript(),
GodotObject.SetMeta(StringName, Variant),
GodotObject.RemoveMeta(StringName),
GodotObject.GetMeta(StringName, Variant),
GodotObject.HasMeta(StringName),
GodotObject.GetMetaList(),
GodotObject.AddUserSignal(string, Array),
GodotObject.HasUserSignal(StringName),
GodotObject.RemoveUserSignal(StringName),
GodotObject.EmitSignal(StringName, params Variant[]),
GodotObject.EmitSignal(StringName, ReadOnlySpan<Variant>),
GodotObject.Call(StringName, params Variant[]),
GodotObject.Call(StringName, ReadOnlySpan<Variant>),
GodotObject.CallDeferred(StringName, params Variant[]),
GodotObject.CallDeferred(StringName, ReadOnlySpan<Variant>),
GodotObject.SetDeferred(StringName, Variant),
GodotObject.Callv(StringName, Array),
GodotObject.HasMethod(StringName),
GodotObject.GetMethodArgumentCount(StringName),
GodotObject.HasSignal(StringName),
GodotObject.GetSignalList(),
GodotObject.GetSignalConnectionList(StringName),
GodotObject.GetIncomingConnections(),
GodotObject.Connect(StringName, Callable, uint),
GodotObject.Disconnect(StringName, Callable),
GodotObject.IsConnected(StringName, Callable),
GodotObject.HasConnections(StringName),
GodotObject.SetBlockSignals(bool),
GodotObject.IsBlockingSignals(),
GodotObject.NotifyPropertyListChanged(),
GodotObject.SetMessageTranslation(bool),
GodotObject.CanTranslateMessages(),
GodotObject.Tr(StringName, StringName),
GodotObject.TrN(StringName, StringName, int, StringName),
GodotObject.GetTranslationDomain(),
GodotObject.SetTranslationDomain(StringName),
GodotObject.IsQueuedForDeletion(),
GodotObject.CancelFree(),
GodotObject.EmitSignalScriptChanged(),
GodotObject.EmitSignalPropertyListChanged(),
GodotObject.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
GodotObject.HasGodotClassMethod(in godot_string_name),
GodotObject.HasGodotClassSignal(in godot_string_name),
GodotObject.NativeInstance,
GodotObject.ScriptChanged,
GodotObject.PropertyListChanged,
object.Equals(object?),
object.Equals(object?, object?),
object.GetHashCode(),
object.GetType(),
object.MemberwiseClone(),
object.ReferenceEquals(object?, object?),
object.ToString()
Properties
Instance
public static EventBus Instance { get; }
Property Value
Methods
EmitAttributeChanged(CharacterType, AttributeType)
public void EmitAttributeChanged(CharacterType character, AttributeType attributeType)
Parameters
character
CharacterType
attributeType
AttributeType
EmitSignalActionSelected(TargetBoardType)
protected void EmitSignalActionSelected(TargetBoardType targetBoard)
Parameters
targetBoard
TargetBoardType
EmitSignalAttributeChanged()
protected void EmitSignalAttributeChanged()
EmitSignalCharacterSelected(CharacterComponent)
protected void EmitSignalCharacterSelected(CharacterComponent character)
Parameters
character
CharacterComponent
EmitSignalCharacterUnselected()
protected void EmitSignalCharacterUnselected()
OnCharacterSelected(CharacterComponent)
public void OnCharacterSelected(CharacterComponent character)
Parameters
character
CharacterComponent
OnCharacterUnselected()
public void OnCharacterUnselected()
_Input(InputEvent)
Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with
public override void _Input(InputEvent @event)
Parameters
event
InputEvent
_Ready()
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their @onready
annotation for variables.
Usually used for initialization. For even earlier initialization,
public override void _Ready()
ActionSelected
public event EventBus.ActionSelectedEventHandler ActionSelected
Event Type
EventBus.ActionSelectedEventHandler
AttributeChanged
public event EventBus.AttributeChangedEventHandler AttributeChanged
Event Type
EventBus.AttributeChangedEventHandler
CharacterSelected
public event EventBus.CharacterSelectedEventHandler CharacterSelected
Event Type
EventBus.CharacterSelectedEventHandler
CharacterUnselected
public event EventBus.CharacterUnselectedEventHandler CharacterUnselected