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	<title>OnJoinedClan - Revision history</title>
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	<updated>2026-05-12T23:27:48Z</updated>
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		<id>http://www.wlabsocks.com/wiki/index.php?title=OnJoinedClan&amp;diff=784&amp;oldid=prev</id>
		<title>Tayfunwiki: Created page with &quot;== &lt;code&gt;onJoinedClan&lt;/code&gt; Event in Actor Class ==  === Overview === The &lt;code&gt;onJoinedClan&lt;/code&gt; event within the &lt;code&gt;Actor&lt;/code&gt; class is triggered when the actor joins a clan. This event is fundamental in games where clan affiliations influence character dynamics, gameplay mechanics, or the unfolding of the narrative.  === Description ===  * Event Type: &lt;code&gt;Action&lt;Clan&gt;&lt;/code&gt; * Functionality: Activated when the actor becomes a member of a clan. The event hand...&quot;</title>
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		<updated>2023-12-24T19:55:49Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== &amp;lt;code&amp;gt;onJoinedClan&amp;lt;/code&amp;gt; Event in Actor Class ==  === Overview === The &amp;lt;code&amp;gt;onJoinedClan&amp;lt;/code&amp;gt; event within the &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt; class is triggered when the actor joins a clan. This event is fundamental in games where clan affiliations influence character dynamics, gameplay mechanics, or the unfolding of the narrative.  === Description ===  * Event Type: &amp;lt;code&amp;gt;Action&amp;lt;Clan&amp;gt;&amp;lt;/code&amp;gt; * Functionality: Activated when the actor becomes a member of a clan. The event hand...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== &amp;lt;code&amp;gt;onJoinedClan&amp;lt;/code&amp;gt; Event in Actor Class ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The &amp;lt;code&amp;gt;onJoinedClan&amp;lt;/code&amp;gt; event within the &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt; class is triggered when the actor joins a clan. This event is fundamental in games where clan affiliations influence character dynamics, gameplay mechanics, or the unfolding of the narrative.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
* Event Type: &amp;lt;code&amp;gt;Action&amp;lt;Clan&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Functionality: Activated when the actor becomes a member of a clan. The event handler receives the &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt; object representing the clan joined. It enables the implementation of specific reactions or updates in response to the actor's new clan affiliation.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
The event is used to trigger custom actions or updates within the game when an actor joins a clan. This can involve adjusting the actor's interactions, abilities, or role within the game to reflect their new clan membership.&lt;br /&gt;
&lt;br /&gt;
=== Subscribing to the Event ===&lt;br /&gt;
To handle the &amp;lt;code&amp;gt;onJoinedClan&amp;lt;/code&amp;gt; event effectively, a method with the corresponding signature (&amp;lt;code&amp;gt;Action&amp;lt;Clan&amp;gt;&amp;lt;/code&amp;gt;) should be subscribed to it within a MonoBehaviour script. Unsubscribing from the event is important when the actor is destroyed or when clan-related logic is no longer applicable.&lt;br /&gt;
&lt;br /&gt;
=== Example of Usage ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt;&lt;br /&gt;
public class ClanJoinHandler : MonoBehaviour {&lt;br /&gt;
    public Actor actor;&lt;br /&gt;
&lt;br /&gt;
    void Start() {&lt;br /&gt;
        if (actor != null) {&lt;br /&gt;
            actor.onJoinedClan += OnJoinedClan;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    private void OnJoinedClan(Clan newClan) {&lt;br /&gt;
        Debug.Log($&amp;quot;{actor.FullName} has joined the clan: {newClan.ClanName}.&amp;quot;);&lt;br /&gt;
        // Implement logic to respond to the actor joining a new clan&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    void OnDestroy() {&lt;br /&gt;
        if (actor != null) {&lt;br /&gt;
            actor.onJoinedClan -= OnJoinedClan;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;In this example, the &amp;lt;code&amp;gt;ClanJoinHandler&amp;lt;/code&amp;gt; script, attached to a GameObject, subscribes to the &amp;lt;code&amp;gt;onJoinedClan&amp;lt;/code&amp;gt; event of an &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt;. When the actor joins a new clan, the &amp;lt;code&amp;gt;OnJoinedClan&amp;lt;/code&amp;gt; method logs this event and allows for additional logic to adapt to the actor's new clan affiliation.&lt;br /&gt;
&lt;br /&gt;
=== Remarks ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;onJoinedClan&amp;lt;/code&amp;gt; event is crucial in games where clan dynamics significantly impact the gameplay, offering a structured approach to manage clan-related character changes.&lt;br /&gt;
* Handling this event effectively can enrich the narrative and gameplay experience, providing a more immersive and contextually responsive environment.&lt;br /&gt;
* This event is especially relevant in strategy games, role-playing games, and other titles where clans or similar group affiliations play a pivotal role in the game's structure and character interactions.&lt;/div&gt;</summary>
		<author><name>Tayfunwiki</name></author>
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