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using System;
using System.Runtime.CompilerServices;
using UnityEngine;
public abstract class TBComponent : MonoBehaviour
{
private int fingerIndex = -1;
private Vector2 fingerPos;
protected TBComponent()
{
}
protected bool Send(Message msg)
{
if (!msg.enabled)
{
return false;
}
GameObject target = msg.target;
if (target == null)
{
target = base.gameObject;
}
target.SendMessage(msg.methodName, SendMessageOptions.DontRequireReceiver);
return true;
}
protected virtual void Start()
{
if (base.collider == null)
{
Debug.LogError(base.name + " must have a valid collider.");
base.enabled = false;
}
}
public int FingerIndex
{
get
{
return this.fingerIndex;
}
protected set
{
this.fingerIndex = value;
}
}
public Vector2 FingerPos
{
get
{
return this.fingerPos;
}
protected set
{
this.fingerPos = value;
}
}
public delegate void EventHandler<T>(T sender) where T: TBComponent;
[Serializable]
public class Message
{
public bool enabled;
public string methodName;
public GameObject target;
public Message()
{
this.enabled = true;
this.methodName = "MethodToCall";
}
public Message(string methodName)
{
this.enabled = true;
this.methodName = "MethodToCall";
this.methodName = methodName;
}
public Message(string methodName, bool enabled)
{
this.enabled = true;
this.methodName = "MethodToCall";
this.enabled = enabled;
this.methodName = methodName;
}
}
}
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