设计模式-观察者模式Observe的实现
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// 观察者模式 /// by:zdz /// date:20220328 /// </summary> public class Dispatcher : Singleton<Dispatcher> { public delegate void ActionHandler(params object[] param); private Dictionary<int, ActionHandler> handlerDictionary = new Dictionary<int, ActionHandler>(); /// <summary> /// 增加监听 /// </summary> /// <param name="id"></param> /// <param name="handler"></param> public void AddListener(int id, ActionHandler handler) { if (handlerDictionary.ContainsKey(id)) { handlerDictionary[id] += handler; } else { handlerDictionary.Add(id, handler); } } /// <summary> /// 移除监听 /// </summary> /// <param name="id"></param> /// <param name="handler"></param> public void RemoveListener(int id, ActionHandler handler) { if (handlerDictionary.ContainsKey(id)) { if (handlerDictionary[id] != null) { handlerDictionary[id] -= handler; } else { handlerDictionary.Remove(id); } } } /// <summary> /// 派发 /// </summary> /// <param name="id"></param> /// <param name="param"></param> public void Dispatch(int id, params object[] param) { if (handlerDictionary.ContainsKey(id)) { if (handlerDictionary[id] != null) { handlerDictionary[id](param); } } } }
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