ET的动态添加事件和触发组件
功能就是在热更层里动态添加事件、触发等事件、使用起来也非常简单,代码也不多。
using ETModel;
using System; using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace ETHotfix
{
[ObjectSystem]
public class MonoEventComponentAwakeSystem : AwakeSystem<MonoEventComponent>
{
public override void Awake(MonoEventComponent self)
{
self.Awake();
}
}
public class MonoEventComponent: Component
{
public static MonoEventComponent Instance;
public void Awake()
{
Instance = this;
}
public void AddButtonClick(Button obj, Action action)
{
AddButtonClick(obj, true, action);
}
/// <summary> /// 添加ButtonClick事件 /// </summary>
/// <param name=”obj”>Button组件</param>
/// <param name=”IsRemoveAllListeners”>是否清除以前注册的事件</param>
/// <param name=”action”>回调函数</param>
public void AddButtonClick(Button obj, bool IsRemoveAllListeners, Action action)
{
if (IsRemoveAllListeners) obj.onClick.RemoveAllListeners(); obj.onClick.Add(action);
}
/// <summary> /// 添加触发事件 /// </summary>
/// <param name=”obj”>GameObject</param>
/// <param name=”eventTriggerType”>EventTriggerType</param>
/// <param name=”action”>回调函数</param>
/// <returns></returns>
public EventTrigger AddEventTrigger(GameObject obj, EventTriggerType eventTriggerType, Action<BaseEventData> action)
{
return AddEventTrigger(obj, eventTriggerType, true, action);
}
/// <summary> /// 添加触发事件 /// </summary>
/// <param name=”obj”>GameObject</param>
/// <param name=”eventTriggerType”>EventTriggerType</param>
/// <param name=”IsRemoveAllListeners”>添加事件是否清空以前添加的事件</param>
/// <param name=”action”>回调函数</param>
/// <returns></returns>
public EventTrigger AddEventTrigger( GameObject obj, EventTriggerType eventTriggerType, bool IsRemoveAllListeners, Action<BaseEventData> action)
{
return AddEventTrigger(obj, eventTriggerType, IsRemoveAllListeners, false, action);
}
/// <summary> /// 添加触发事件 /// </summary>
/// <param name=”obj”>GameObject</param>
/// <param name=”eventTriggerType”>EventTriggerType</param>
/// <param name=”IsRemoveAllListeners”>添加事件是否清空以前添加的事件</param>
/// <param name=”IsClearTriggers”>是否清除GameObject上所有触发事件</param>
/// <param name=”action”>回调函数</param>
/// <returns></returns>
public EventTrigger AddEventTrigger( GameObject obj, EventTriggerType eventTriggerType, bool IsRemoveAllListeners, bool IsClearTriggers, Action<BaseEventData> action)
{
if (obj == null) return null;
EventTrigger eventTrigger = obj.GetComponent<EventTrigger>() ?? obj.AddComponent<EventTrigger>();
EventTrigger.Entry entry = new EventTrigger.Entry { eventID = eventTriggerType };
UnityAction<BaseEventData> callback = new UnityAction<BaseEventData>(action); entry.callback.AddListener(callback); if (IsClearTriggers) eventTrigger.triggers.Clear();
eventTrigger.triggers.Add(entry); return eventTrigger;
}
}
}
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