Family.OnMemberJoin
onMemberJoin
Event in Family Class
Overview
The onMemberJoin
event in the Family class is triggered when a new member joins the family. This event is particularly relevant in games where family dynamics, lineage, and relationships play a significant role in the gameplay and narrative.
Event Definition
public Action<Actor> onMemberJoin;
Description
- Event Type:
Action<Actor>
- Functionality: Notifies when a new member joins the family, providing the
Actor
object representing the new member.
Usage
The event can be used for updating family trees, modifying family-based quests, or triggering specific storylines or dialogues in response to the addition of a new family member.
Example of Usage
public class FamilyMemberAdditionListener : MonoBehaviour {
void Start() {
Family playerFamily = IM.Player.Family;
if (playerFamily != null) {
playerFamily.onMemberJoin += HandleNewFamilyMember;
}
}
private void HandleNewFamilyMember(Actor newMember) {
Debug.Log($"A new member, {newMember.Name}, has joined the player's family.");
// Additional logic for handling the new family member
}
void OnDestroy() {
if (IM.Player.Family != null) {
IM.Player.Family.onMemberJoin -= HandleNewFamilyMember;
}
}
}
Description
- This example demonstrates how to subscribe to the
onMemberJoin
event and handle it. - When a new member joins the player's family,
HandleNewFamilyMember
is called, logging the name of the new member and possibly triggering additional actions or updates.
Remarks
- It's important to unsubscribe from the event in the
OnDestroy
method to prevent memory leaks or unintended behavior. - The
onMemberJoin
event helps in maintaining an up-to-date and dynamic representation of the player's family, adapting to changes in family composition.