In this question, I mention Unity3D, but is commonly used in C #.
Unity3D has an interface that looks like this.
public class SomeRobot:MonoBehaviour, IPointerDownHandler
{
public void OnPointerDown(PointerEventData data)
{
Debug.Log("Gets called whenever someone touches the screen...");
}
There are no problems so far.
I create my own interface.
public interface IFUHandler:IPointerDownHandler
{
void OnBlah (PointerEventData data);
}
Suppose I have a daemon or something else that causes OnBlah to interface users.
public class SomeRobot:MonoBehaviour, IFUHandler
{
public void OnBlah(PointerEventData data)
{
Debug.Log("Gets called when blah happens...");
}
There are no problems so far. BUT
public class SomeRobot:MonoBehaviour, IFUHandler
{
public void OnBlah(PointerEventData data)
{
Debug.Log("Gets called when blah happens...");
}
public void OnPointerDown(PointerEventData data)
{
Debug.Log("this DOES still get called also...");
}
In fact, OnPointerDownit is still being called. Which makes sense.
BUT ... is there a way for my interface to use OnPointerDown calls ?
So that the consumer who subscribes to IFUHandleractually does not receive calls OnPointerDown?
(But, of course, my challenges OnBlah.)
Or am I just suffering from the thought of "TMIOOK"? (Tied to themselves in OO-nodes of thinking :))