Event OnSelectedHeroChanged
- Namespace
- GrindFest
- Assembly
- GrindFest.dll
Raised when SelectedHero becomes a different hero (or none), so "the player switched
hero" can be an event instead of a question the UI has to ask on a timer. Bind it with
useEventSync(party, 'SelectedHero', [party]), which subscribes add_OnSelectedHeroChanged
and re-reads the property - the same shape as the generated OnGoldChanged on this class.
Written by hand rather than with [EventfulProperty] on the field: that generator emits
get => _selectedHero, and this property is deliberately not a plain field read (see below).
public event Action<HeroController> OnSelectedHeroChanged
Returns
- Action<HeroController>
- Raised when becomes a different hero (or none), so "the player switched hero" can be an event instead of a question the UI has to ask on a timer. Bind it with useEventSync(party, 'SelectedHero', [party]), which subscribes add_OnSelectedHeroChanged and re-reads the property - the same shape as the generated OnGoldChanged on this class. Written by hand rather than with [EventfulProperty] on the field: that generator emits get => _selectedHero, and this property is deliberately not a plain field read (see below).