I try again to explain better again what I would achieve.
I would like make a thing like this (inspired to Unity's UnityEvent):
Public "variables" declared in some classes:
GameEvent<> OnEnemySpawn = GameEvent<>();
GameEvent<string> OnPlayerSpawn = GameEvent<string>();
GameEvent<string, float> OnEnemyDie = GameEvent<string, float>();
Referral where some other classes subscribe their methods:
...
enemySpawner.OnEnemySpawn.Subscribe(IncreaseEnemyAliveCountByOne);
...
playerSpawner.OnPlayerSpawn.Subscribe(NewPlayerSpawned);
...
enemy.OnEnemyDie.Subscribe(IncreasePlayerScore);
...
// Subscribed methods declaration
void IncreaseEnemyAliceCountByOne() { ... }
void NewPlayerSpawned(string playerName) { ... }
void IncreasePlayerScore(string playerName, float scoreToAdd) { ... }
And then GameEvent class would be able to notify the event happens:
...
OnEnemySpawn.Notify();
...
OnPlayerSpawn.Notify(newPlayer.PlayerName);
...
OnEnemyDie.Notify(playerKiller.PlayerName, scoreOnKill);
...
Actually, I achieved the declaration and subscription part creating this class:
templace<class ... T>
class GameEvent
{
private:
std::vector<std::function<void(T...)>> _subscribers;
public:
void Subscribe(std::function<void(T...)> newSubscriber)
{
_subscribers.push_back(newSubscriber);
}
}
The thing that makes me crazy is how implement the Notify method. How should I know how many parameters I received and which types they have
void Notify(T...)
{
for (std::function<void(T...)> subscriber : _subscribers)
{
}
}
I hope now this is a valid question cause I'm losing my mind behind this
What is wrong with the obvious way?
void Notify(T... args)
{
// note: no need to write the type if it's quite long
// note: & means the std::function isn't copied
for (auto const& subscriber : _subscribers)
{
subscriber(args...);
}
}