• Unity事件系统


    # 1.前言
    Unity中事件/委托有着广泛的应用,本文通过封装一个简易的事件的系统,来统一管理消息的传递。此功能在简易应用或者事件较少的体现不出太好的作用,但是对于事件应用较多时,可以减少脚本之间的耦合。通过此事件系统架起不同脚本之间的桥梁,对于大量应用事件场景 中具有良好的效果。

    # 2.事件系统
    ## 2.1 事件管理类
    管理事件的注册与广播

    ```csharp
    using System;
    using System.Collections.Generic;

    namespace EventManager
    {
    public delegate void ActionHandler(Message message);

    public class EventManager
    {
    #region Instance
    private static EventManager instance;

    public static EventManager GetInstance()
    {
    if (instance == null)
    {
    instance = new EventManager();
    }

    return instance;
    }

    private EventManager() { }
    #endregion

    private Dictionary<string, ActionHandler> actions = new Dictionary<string, ActionHandler>();

    public void AddListener(string actionKey,ActionHandler action)
    {
    ActionHandler handler;
    bool exist = actions.TryGetValue(actionKey, out handler);

    if (exist)
    {
    //避免重复添加
    Delegate[] delegates = handler.GetInvocationList();

    if (Array.IndexOf(delegates, action) == -1)
    {
    handler += action;
    actions[actionKey] = handler;
    }
    }
    else
    {
    actions.Add(actionKey, action);
    }
    }

    public void RemoveListener(string actionKey,ActionHandler action)
    {
    ActionHandler handler;
    bool exist = actions.TryGetValue(actionKey, out handler);

    if (exist)
    {
    handler -= action;

    if (handler == null)
    {
    actions.Remove(actionKey);
    }
    else
    {
    actions[actionKey] = handler;
    }
    }
    }

    public bool BroadcastMessage(string actionKey, Message message)
    {
    ActionHandler handler;
    bool exist = actions.TryGetValue(actionKey, out handler);

    if (exist)
    {
    handler(message);
    return true;
    }
    else
    {
    return false;
    }
    }
    }
    }


    ```
    ## 2.2 消息类
    通过统一的消息类来传递参数,避免泛型编程时需要考虑的多种情况。如下所示Message类,此类的参数参考android的handler类参数。可以通过继承Message的新类来传递自定义参数。

    ```csharp
    namespace EventManager
    {
    public class Message
    {
    public int arg1;
    public int arg2;
    public string message;

    public Message(int arg1, int arg2, string message)
    {
    this.arg1 = arg1;
    this.arg2 = arg2;
    this.message = message;
    }

    public Message() { }
    }
    }
    ```
    ## 2.3 事件标记
    在EventManager中 注册事件时,通过string类型的参数来标记需要广播事件。此处可以改为枚举类型,后续可以优化。

    ```csharp
    namespace EventManager
    {
    public class EventType
    {
    public readonly static string EVENTTYPE_METHOD1 = "EventType_Method1";
    }
    }
    ```
    # 3.应用案例

    ```csharp
    using MSG;
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;

    public class EventManagerTest : MonoBehaviour
    {
    public Button button;

    private void Start()
    {

    button.onClick.AddListener(() =>
    {
    EventManager.EventManager.GetInstance().BroadcastMessage(EventManager.EventType.EVENTTYPE_METHOD1, new EventManager.Message());
    });

    }

    void OnEnable ()
    {
    EventManager.EventManager.GetInstance().AddListener(EventManager.EventType.EVENTTYPE_METHOD1, Method);
    }

    private void OnDisable()
    {
    EventManager.EventManager.GetInstance().RemoveListener(EventManager.EventType.EVENTTYPE_METHOD1, Method);
    }

    void Method(EventManager.Message message)
    {
    Debug.Log("Method : Message -{0}- obtained from channel {1}");
    }

    void Method1(Message message)
    {
    Debug.LogFormat("Method1 : Message -{0}- obtained from channel {1}", message.arg1, message.what);
    }

    void Method2(Message message)
    {
    NetworkMessage networkMessage = message as NetworkMessage;

    if(networkMessage != null)
    {
    Debug.LogFormat("NetworkMessage obtained from channel {0}", message.what);
    }
    }
    }

    ```

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  • 原文地址:https://www.cnblogs.com/llstart-new0201/p/11764935.html
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