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社区首页 >专栏 >消息事件的监听与分发

消息事件的监听与分发

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bering
发布2019-12-02 13:55:48
5170
发布2019-12-02 13:55:48
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文章被收录于专栏:游戏开发之旅

版权声明:本文为博主原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。

本文链接:https://blog.csdn.net/CJB_King/article/details/78973727

消息事件的监听与分发

Unity游戏中通常使用的消息事件是直接使用委托实现的,这个对开发团队来说是件麻烦的事,所以需要封装

一个统一的接口供开发者使用,使用事件机制的优点是不需要在UI上直接挂接代码。

首先定义一个消息事件的基类,这个是消息底层的实现方式,主要目的是初始化消息;

代码语言:javascript
复制
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum CEventType //事件类型,最好放在单独的脚本中
{
    GAME_OVER,
    GAME_WIN,
    PAUSE,
    ENERGY_EMEPTY,
    GAME_DATA,
}

public class CBaseEvent {

    protected Hashtable arguments;  //哈希表用来存储委托事件
    protected CEventType type;  //事件类型
    protected Object sender; //存储事件分发的对象
    public CEventType Type
    {
        get { return this.type; }
        set { this.type = value; }
    }
    public IDictionary Params
    {
        get
        {
            return this.arguments;
        }
        set
        {
            this.arguments = value as Hashtable;
        }
    }   
    public Object Sender
    {
        get
        {
            return this.sender;
        }
        set
        {
            this.sender = value;
        }
    }

    public override string ToString()
    {
        return this.type+"["+((this.sender==null)?"null":this.sender.ToString())+"]";
    }
    public CBaseEvent Clone()
    {
        return new CBaseEvent(this.type,this.arguments,sender);
    }
    public CBaseEvent(CEventType type,Object sender)
    {
        this.type = type;
        this.sender = sender;
        if(this.arguments==null)
        {
            arguments = new Hashtable();
        }
    }
    public CBaseEvent(CEventType type,Hashtable args,Object sender)
    {
        this.type = type;
        this.arguments = args;
        this.sender = sender;
        if(this.arguments==null)
        {
            this.arguments = new Hashtable();
        }
    }

}

事件的监听和分发接口封装在游戏逻辑中经常呗调用,同时也是对外提供的接口:

代码语言:javascript
复制
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public delegate void CEventListenerDelegate(CBaseEvent evt);
public class CEventDispatcher{
    static CEventDispatcher instance;
    public static CEventDispatcher GetInstance()
    {
        if (instance == null) instance = new CEventDispatcher();
        return instance;
    }
    private Hashtable listeners = new Hashtable();
    //增加事件监听
    public void AddEventListener(CEventType eventType,CEventListenerDelegate listener)
    {
        CEventListenerDelegate cEventDelegate = this.listeners[eventType] as CEventListenerDelegate;
        cEventDelegate = (CEventListenerDelegate)Delegate.Combine(cEventDelegate, listener);
        //上面相当于    //cEventDelegate += listener;

        this.listeners[eventType] = cEventDelegate;
    }
    public void RemoveEventListener(CEventType eventType,CEventListenerDelegate listener)
    {
        CEventListenerDelegate cEventDelegate = this.listeners[eventType] as CEventListenerDelegate;
        if(cEventDelegate!=null)
        {
            cEventDelegate = (CEventListenerDelegate)Delegate.Remove(cEventDelegate,listener);
            //上面相当于    //cEventDelegate -= listener;
        }
        this.listeners[eventType] = cEventDelegate;
    }
    public void DispatchEvent(CBaseEvent evt)  //触发函数
    {
        CEventListenerDelegate cEventDelegate = this.listeners[evt.Type] as CEventListenerDelegate;
        if(cEventDelegate!=null)
        {
            try
            {
                cEventDelegate(evt);   //内置触发函数
            }
            catch(System.Exception e)
            {
                throw new System.Exception(string.Concat(new string[]
                    {
                        "Error dispathcing event",
                        evt.Type.ToString(),
                        ":",
                        e.Message,
                        " ",
                        e.StackTrace
                    }),e);
            }
        }
    }

    public void RemoveAll()
    {
        this.listeners.Clear();
    }
}

下面是监听和分发的使用

代码语言:javascript
复制
 CEventDispatcher.GetInstance().AddEventListener(CEventType.GAME_WIN, NumberListener);//添加监听事件
代码语言:javascript
复制
CEventDispatcher.GetInstance().DispatchEvent(new CBaseEvent(CEventType.GAME_WIN, this));  //触发NumberListener函数

完整调用实例

代码语言:javascript
复制
public class CEventDelegateExample : MonoBehaviour {

	
	void Start () {
        CEventDispatcher.GetInstance().AddEventListener(CEventType.GAME_WIN, NumberListener);//添加监听事件
	}
	
	
	void Update () {
        if(Input.GetMouseButtonDown(0))
        {
            CEventDispatcher.GetInstance().DispatchEvent(new CBaseEvent(CEventType.GAME_WIN, this));  //如果按下鼠標左键,触发NumberListener函数
        }

    }
    void OnDestroy()
    {
        CEventDispatcher.GetInstance().RemoveEventListener(CEventType.GAME_WIN, NumberListener);
    }
    public void NumberListener(CBaseEvent evt)
    {
        Debug.Log("Mouse Down");
    }
}
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原始发表:2018/01/04 ,如有侵权请联系 cloudcommunity@tencent.com 删除

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