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Unity高度解耦和 - 事件的监听与广播系统(Unity2018.1.0)

制作完成于2018年11月24日

价格 免费

好好学习下,代码精简。。。

[展开全文]

 这个是我自己在用的,可以单独对某个物体进行操作 减少GetComponent

using UnityEngine;
using System;
using System.Collections.Generic;

namespace System
{

    /// <summary>封装一个方法,该方法具有N个参数并且不返回值。</summary>
    /// <param mName="arg1">此委托封装的方法的第一个参数。</param>
    /// <typeparam mName="T1">此委托封装的方法的第一个参数类型。</typeparam>
    public delegate void Action<T1, T2, T3, T4, T5, T6, T7, T8>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, T8 arg8);
    public delegate void Action<T1, T2, T3, T4, T5, T6, T7>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7);
    public delegate void Action<T1, T2, T3, T4, T5, T6>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6);
    public delegate void Action<T1, T2, T3, T4, T5>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5);
}

namespace GameDevUtility
{
    public class EventManager : MonoBehaviour
    {

        //声明存放全局事件的字典
        private static Dictionary<string, Delegate> s_GlobalEventTable = new Dictionary<string, Delegate>();

        //声明存放在单个游戏对象上被调用的局部事件的字典
        private static Dictionary<GameObject, Dictionary<string, Delegate>> s_EventTable = new Dictionary<GameObject, Dictionary<string, Delegate>>();



        #region //全局事件的登录函数
        public static void RegisterEvent(string eventName, Action handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T>(string eventName, Action<T> handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2>(string eventName, Action<T1, T2> handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2, T3>(string eventName, Action<T1, T2, T3> handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2, T3, T4>(string eventName, Action<T1, T2, T3, T4> handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2, T3, T4, T5>(string eventName, Action<T1, T2, T3, T4, T5> handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2, T3, T4, T5, T6>(string eventName, Action<T1, T2, T3, T4, T5, T6> handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }
        public static void RegisterEvent<T1, T2, T3, T4, T5, T6, T7>(string eventName, Action<T1, T2, T3, T4, T5, T6, T7> handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }
        public static void RegisterEvent<T1, T2, T3, T4, T5, T6, T7, T8>(string eventName, Action<T1, T2, T3, T4, T5, T6, T7, T8> handler)
        {
            RegisterEvent(eventName, (Delegate)handler);
        }

        private static void RegisterEvent(string eventName, Delegate handler)
        {
            Delegate prevHandler;
            if (s_GlobalEventTable.TryGetValue(eventName, out prevHandler)) //如果要存入字典的键名称跟已经在字典里面的键名重复了
            {
                s_GlobalEventTable[eventName] = Delegate.Combine(prevHandler, handler);
                //将已有的键名对应的委托和要新存入的委托合并,存回已有建名对应的位置
            }
            else    //如果字典中不存在以eventName为键名称的键值对,就以eventName为键名称创建新的键值对
            {
                s_GlobalEventTable.Add(eventName, handler);
            }
        }




        #endregion



        #region  //局部事件的登录函数
        public static void RegisterEvent(GameObject obj, string eventName, Action handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T>(GameObject obj, string eventName, Action<T> handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2>(GameObject obj, string eventName, Action<T1, T2> handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2, T3>(GameObject obj, string eventName, Action<T1, T2, T3> handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2, T3, T4>(GameObject obj, string eventName, Action<T1, T2, T3, T4> handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void RegisterEvent<T1, T2, T3, T4, T5>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5> handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }
        public static void RegisterEvent<T1, T2, T3, T4, T5, T6>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6> handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }
        public static void RegisterEvent<T1, T2, T3, T4, T5, T6, T7>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6, T7> handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }
        public static void RegisterEvent<T1, T2, T3, T4, T5, T6, T7, T8>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6, T7, T8> handler)
        {
            RegisterEvent(obj, eventName, (Delegate)handler);
        }

        private static void RegisterEvent(GameObject obj, string eventName, Delegate handler)
        {
            //在局部事件字典中查找以obj游戏对象为键的字典
            Dictionary<string, Delegate> handlers;

            //如果在局部事件字典中找不到以obj游戏对象为键的字典,说明这是obj游戏对象的第一次事件登录
            if (!s_EventTable.TryGetValue(obj, out handlers))
            {
                //在局部字典中添加以obj为键,一个空白字典为值的键值对
                handlers = new Dictionary<string, Delegate>();
                s_EventTable.Add(obj, handlers);
            }

            //在记录obj游戏对象的局部事件的字典中查找以eventName为键的委托
            Delegate prevHandlers;
            //如果在局部事件字典中已经存在以eventName为键的委托
            if (handlers.TryGetValue(eventName, out prevHandlers))
            {
                //就将已有的键名对应的委托和要新存入的委托合并,存回已有建名对应的位置
                handlers[eventName] = Delegate.Combine(prevHandlers, handler);
            }
            else
            {
                //否则,说明这是eventName的第一次事件登录,那么就以eventName为键名称创建新的键值对
                handlers.Add(eventName, handler);
            }
        }



        #endregion



        #region //全局事件的调用函数
        public static void ExecuteEvent(string eventName)
        {
            Action handler;
            handler = s_GlobalEventTable[eventName] as Action;
            handler();
        }

        public static void ExecuteEvent<T>(string eventName, T arg1)
        {
            Action<T> handler;
            handler = s_GlobalEventTable[eventName] as Action<T>;
            if (handler != null)
            {
                handler(arg1);
            }
        }

        public static void ExecuteEvent<T1, T2>(string eventName, T1 arg1, T2 arg2)
        {
            Action<T1, T2> handler;
            handler = s_GlobalEventTable[eventName] as Action<T1, T2>;
            if (handler != null)
            {
                handler(arg1, arg2);
            }
        }

        public static void ExecuteEvent<T1, T2, T3>(string eventName, T1 arg1, T2 arg2, T3 arg3)
        {
            Action<T1, T2, T3> handler;
            handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3>;
            if (handler != null)
            {
                handler(arg1, arg2, arg3);
            }
        }

        public static void ExecuteEvent<T1, T2, T3, T4>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4)
        {
            Action<T1, T2, T3, T4> handler;
            handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4>;
            if (handler != null)
            {
                handler(arg1, arg2, arg3, arg4);
            }
        }

        public static void ExecuteEvent<T1, T2, T3, T4, T5>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5)
        {
            Action<T1, T2, T3, T4, T5> handler;
            handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4, T5>;
            if (handler != null)
            {
                handler(arg1, arg2, arg3, arg4, arg5);
            }
        }
        public static void ExecuteEvent<T1, T2, T3, T4, T5, T6>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6)
        {
            Action<T1, T2, T3, T4, T5, T6> handler;
            handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4, T5, T6>;
            if (handler != null)
            {
                handler(arg1, arg2, arg3, arg4, arg5, arg6);
            }
        }
        public static void ExecuteEvent<T1, T2, T3, T4, T5, T6, T7>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
        {
            Action<T1, T2, T3, T4, T5, T6, T7> handler;
            handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4, T5, T6, T7>;
            if (handler != null)
            {
                handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7);
            }
        }

        public static void ExecuteEvent<T1, T2, T3, T4, T5, T6, T7, T8>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, T8 arg8)
        {
            Action<T1, T2, T3, T4, T5, T6, T7, T8> handler;
            handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4, T5, T6, T7, T8>;
            if (handler != null)
            {
                handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8);
            }
        }
        #endregion





        #region //局部事件的调用函数
        public static void ExecuteEvent(GameObject obj, string eventName)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action handler;
                handler = handlers[eventName] as Action;
                if (handler != null)
                {
                    handler();
                }
            }
        }

        public static void ExecuteEvent<T>(GameObject obj, string eventName, T arg1)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action<T> handler;
                handler = handlers[eventName] as Action<T>;
                if (handler != null)
                {
                    handler(arg1);
                }
            }
        }

        public static void ExecuteEvent<T1, T2>(GameObject obj, string eventName, T1 arg1, T2 arg2)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action<T1, T2> handler;
                handler = handlers[eventName] as Action<T1, T2>;
                if (handler != null)
                {
                    handler(arg1, arg2);
                }
            }
        }

        public static void ExecuteEvent<T1, T2, T3>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action<T1, T2, T3> handler;
                handler = handlers[eventName] as Action<T1, T2, T3>;
                if (handler != null)
                {
                    handler(arg1, arg2, arg3);
                }
            }
        }

        public static void ExecuteEvent<T1, T2, T3, T4>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action<T1, T2, T3, T4> handler;
                handler = handlers[eventName] as Action<T1, T2, T3, T4>;
                if (handler != null)
                {
                    handler(arg1, arg2, arg3, arg4);
                }
            }
        }

        public static void ExecuteEvent<T1, T2, T3, T4, T5>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action<T1, T2, T3, T4, T5> handler;
                handler = handlers[eventName] as Action<T1, T2, T3, T4, T5>;
                if (handler != null)
                {
                    handler(arg1, arg2, arg3, arg4, arg5);
                }
            }
        }
        public static void ExecuteEvent<T1, T2, T3, T4, T5, T6>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action<T1, T2, T3, T4, T5, T6> handler;
                handler = handlers[eventName] as Action<T1, T2, T3, T4, T5, T6>;
                if (handler != null)
                {
                    handler(arg1, arg2, arg3, arg4, arg5, arg6);
                }
            }
        }
        public static void ExecuteEvent<T1, T2, T3, T4, T5, T6, T7>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action<T1, T2, T3, T4, T5, T6, T7> handler;
                handler = handlers[eventName] as Action<T1, T2, T3, T4, T5, T6, T7>;
                if (handler != null)
                {
                    handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7);
                }
            }
        }
        public static void ExecuteEvent<T1, T2, T3, T4, T5, T6, T7, T8>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, T8 arg8)
        {
            Dictionary<string, Delegate> handlers;
            handlers = s_EventTable[obj];

            if (handlers != null)
            {
                Action<T1, T2, T3, T4, T5, T6, T7, T8> handler;
                handler = handlers[eventName] as Action<T1, T2, T3, T4, T5, T6, T7, T8>;
                if (handler != null)
                {
                    handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8);
                }
            }
        }
        #endregion




        #region //取消全局事件订阅的函数


        private static void UnregisterEvent(string eventName, Delegate handler)
        {
            Delegate prevHandlers;
            if (s_GlobalEventTable.TryGetValue(eventName, out prevHandlers))
            {
                s_GlobalEventTable[eventName] = Delegate.Remove(prevHandlers, handler);
            }
        }

        public static void UnregisterEvent(string eventName, Action handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }

        public static void UnregisterEvent<T>(string eventName, Action<T> handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }

        public static void UnregisterEvent<T1, T2>(string eventName, Action<T1, T2> handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }

        public static void UnregisterEvent<T1, T2, T3>(string eventName, Action<T1, T2, T3> handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }

        public static void UnregisterEvent<T1, T2, T3, T4>(string eventName, Action<T1, T2, T3, T4> handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }
        public static void UnregisterEvent<T1, T2, T3, T4, T5>(string eventName, Action<T1, T2, T3, T4, T5> handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }
        public static void UnregisterEvent<T1, T2, T3, T4, T5, T6>(string eventName, Action<T1, T2, T3, T4, T5, T6> handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }
        public static void UnregisterEvent<T1, T2, T3, T4, T5, T6, T7>(string eventName, Action<T1, T2, T3, T4, T5, T6, T7> handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }
        public static void UnregisterEvent<T1, T2, T3, T4, T5, T6, T7, T8>(string eventName, Action<T1, T2, T3, T4, T5, T6, T7, T8> handler)
        {
            UnregisterEvent(eventName, (Delegate)handler);
        }
        #endregion




        #region //取消局部事件订阅的函数
        private static void UnregisterEvent(GameObject obj, string eventName, Delegate handler)
        {
            Dictionary<string, Delegate> handlers;
            if (s_EventTable.TryGetValue(obj, out handlers))
            {
                Delegate prevHandlers;
                if (handlers.TryGetValue(eventName, out prevHandlers))
                {
                    handlers[eventName] = Delegate.Remove(prevHandlers, handler);
                }
            }
        }

        public static void UnregisterEvent(GameObject obj, string eventName, Action handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void UnregisterEvent<T>(GameObject obj, string eventName, Action<T> handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void UnregisterEvent<T1, T2>(GameObject obj, string eventName, Action<T1, T2> handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void UnregisterEvent<T1, T2, T3>(GameObject obj, string eventName, Action<T1, T2, T3> handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }

        public static void UnregisterEvent<T1, T2, T3, T4>(GameObject obj, string eventName, Action<T1, T2, T3, T4> handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }
        public static void UnregisterEvent<T1, T2, T3, T4, T5>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5> handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }
        public static void UnregisterEvent<T1, T2, T3, T4, T5, T6>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6> handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }
        public static void UnregisterEvent<T1, T2, T3, T4, T5, T6, T7>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6, T7> handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }
        public static void UnregisterEvent<T1, T2, T3, T4, T5, T6, T7, T8>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6, T7, T8> handler)
        {
            UnregisterEvent(obj, eventName, (Delegate)handler);
        }

    }


    #endregion

}

 

[展开全文]

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