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);
}
}
}
```