事件避免装箱拆箱,有参无参重载的优化

This commit is contained in:
xhxy 2025-04-24 21:51:04 +08:00
parent 204ebeea77
commit 21c0b35c85
6 changed files with 132 additions and 18 deletions

View File

@ -4,33 +4,79 @@ using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using UnityEngine.Windows; using UnityEngine.Windows;
public interface IEventInfo//利用一个空的接口来承载泛型类,里氏转换原则
{
}
public class EventInfo<T> : IEventInfo
{
public UnityAction<T> action;
public EventInfo(UnityAction<T> action)
{
action += action;
}
}
public class EventInfo : IEventInfo
{
public UnityAction action;
public EventInfo(UnityAction action)
{
this.action += action;
}
}
/// <summary> /// <summary>
/// 事件中心 /// 事件中心
/// 1.字典 2.委托 3.观察者设计模式 /// 1.字典 2.委托 3.观察者设计模式
/// 4.泛型
/// </summary> /// </summary>
public class EventCenter : BaseManager<EventCenter> public class EventCenter : BaseManager<EventCenter>
{ {
//key ---事件名字(比如:怪物死亡,玩家死亡,通关 等等) //key ---事件名字(比如:怪物死亡,玩家死亡,通关 等等)
//value --- 对应 监听这个事件 对应的委托函数 //value --- 对应 监听这个事件 对应的委托函数
private Dictionary<string , UnityAction<object>> eventDic = new Dictionary<string , UnityAction<object>>(); private Dictionary<string , IEventInfo> eventDic = new Dictionary<string , IEventInfo>();
/// <summary> /// <summary>
/// 添加事件监听 /// 添加事件监听
/// </summary> /// </summary>
/// <param name="name">事件的名字</param> /// <param name="name">事件的名字</param>
/// <param name="action">准备用来处理时间的委托函数</param> /// <param name="action">准备用来处理时间的委托函数</param>
public void AddEventListener(string name,UnityAction<object> action) public void AddEventListener<T>(string name,UnityAction<T> action)
{ {
//有没有对应的事件监听 //有没有对应的事件监听
//有的情况 //有的情况
if(eventDic.ContainsKey(name)) if(eventDic.ContainsKey(name))
{ {
eventDic[name] += action;//已经有事件就往后排 (eventDic[name] as EventInfo<T>).action += action;//已经有事件就往后排
} }
//没有的情况 //没有的情况
else else
{ {
eventDic.Add(name, action);//没有就加一个 eventDic.Add(name, new EventInfo<T>(action));//没有就加一个
}
}
/// <summary>
/// 重载加入事件,不需要参数,没有泛型
/// </summary>
/// <param name="name"></param>
/// <param name="action"></param>
public void AddEventListener(string name, UnityAction action)
{
//有没有对应的事件监听
//有的情况
if (eventDic.ContainsKey(name))
{
(eventDic[name] as EventInfo).action += action;//已经有事件就往后排
}
//没有的情况
else
{
eventDic.Add(name, new EventInfo(action));//没有就加一个
} }
} }
@ -40,11 +86,24 @@ public class EventCenter : BaseManager<EventCenter>
/// </summary> /// </summary>
/// <param name="name"></param> /// <param name="name"></param>
/// <param name="action"></param> /// <param name="action"></param>
public void RemoveEventListener(string name, UnityAction<object> action) public void RemoveEventListener<T>(string name, UnityAction<T> action)
{ {
if(eventDic.ContainsKey(name)) if(eventDic.ContainsKey(name))
{ {
eventDic[name] -= action; (eventDic[name] as EventInfo<T>).action -= action;
}
}
/// <summary>
/// 重载事件移除,没有泛型
/// </summary>
/// <param name="name"></param>
/// <param name="action"></param>
public void RemoveEventListener(string name, UnityAction action)
{
if (eventDic.ContainsKey(name))
{
(eventDic[name] as EventInfo).action -= action;
} }
} }
@ -52,11 +111,34 @@ public class EventCenter : BaseManager<EventCenter>
/// 事件触发 /// 事件触发
/// </summary> /// </summary>
/// <param name="name">哪一个名字的事件触发了</param> /// <param name="name">哪一个名字的事件触发了</param>
public void EvennTrigger(string name,object info) public void EventTrigger<T>(string name,T info)
{ {
if(eventDic.ContainsKey(name)) if(eventDic.ContainsKey(name))
{ {
eventDic[name].Invoke(info);//有就触发事件 if((eventDic[name] as EventInfo<T>).action != null)
{
(eventDic[name] as EventInfo<T>).action.Invoke(info);
}
// eventDic[name].Invoke(info);//有就触发事件
}
}
/// <summary>
/// 重载事件触发,没有泛型
/// </summary>
/// <param name="name"></param>
/// <param name="info"></param>
public void EventTrigger(string name)
{
if (eventDic.ContainsKey(name))
{
if ((eventDic[name] as EventInfo).action != null)
{
(eventDic[name] as EventInfo).action.Invoke();
}
// eventDic[name].Invoke(info);//有就触发事件
} }
} }

View File

@ -22,6 +22,6 @@ public class Monster : MonoBehaviour
{ {
Debug.Log("怪物死亡"); Debug.Log("怪物死亡");
//触发事件 //触发事件
EventCenter.GetInstance().EvennTrigger("MonsterDead",this); EventCenter.GetInstance().EventTrigger<Monster>("MonsterDead",this);
} }
} }

View File

@ -6,11 +6,22 @@ public class Other : MonoBehaviour
{ {
void Start() void Start()
{ {
EventCenter.GetInstance().AddEventListener("MonsterDead", OtherWaitMonsterDeadDo); EventCenter.GetInstance().AddEventListener<Monster>("MonsterDead", OtherWaitMonsterDeadDo);
EventCenter.GetInstance().AddEventListener("Win", Win);
// EventCenter.GetInstance().EventTrigger<Monster>("MonsterDead", 怪物参数);
EventCenter.GetInstance().EventTrigger("Win");
} }
public void OtherWaitMonsterDeadDo(object info) public void OtherWaitMonsterDeadDo(Monster info)
{ {
Debug.Log("其他各个对象要做的事"); Debug.Log("其他各个对象要做的事");
} }
public void Win()
{
Debug.Log("无参事件中心");
}
} }

View File

@ -4,14 +4,25 @@ using UnityEngine;
public class Player : MonoBehaviour public class Player : MonoBehaviour
{ {
/*
void Start()
{
EventCenter.GetInstance().AddEventListener("MonsterDead",MonsterDeadDo);
}
public void MonsterDeadDo(object info)
{
Debug.Log("鯤소삿돤쉽쟨" +(info as Monster).name1);
}*/
void Start() void Start()
{ {
EventCenter.GetInstance().AddEventListener("MonsterDead",MonsterDeadDo); EventCenter.GetInstance().AddEventListener<Monster>("MonsterDead", MonsterDeadDo);
} }
public void MonsterDeadDo(object info) public void MonsterDeadDo(Monster info)
{ {
Debug.Log("鯤소삿돤쉽쟨" +(info as Monster).name1); Debug.Log("鯤소삿돤쉽쟨" + info.name1);
} }
} }

View File

@ -5,12 +5,22 @@ using UnityEngine;
public class Task : MonoBehaviour public class Task : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
/* void Start()
{
EventCenter.GetInstance().AddEventListener("MonsterDead", TaskWaitMonsterDeadDo);
}
public void TaskWaitMonsterDeadDo(object info)
{
Debug.Log("ÈÎÎñ¼Ç¼");
}*/
void Start() void Start()
{ {
EventCenter.GetInstance().AddEventListener("MonsterDead", TaskWaitMonsterDeadDo); EventCenter.GetInstance().AddEventListener<Monster>("MonsterDead", TaskWaitMonsterDeadDo);
} }
public void TaskWaitMonsterDeadDo(object info) public void TaskWaitMonsterDeadDo(Monster info)
{ {
Debug.Log("ÈÎÎñ¼Ç¼"); Debug.Log("ÈÎÎñ¼Ç¼");
} }

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@ -48,7 +48,7 @@ public class ScenesMgr : BaseManager<ScenesMgr>
while(!ao.isDone) while(!ao.isDone)
{ {
//事件中心 向外分发 进度情况 外面想用就用 //事件中心 向外分发 进度情况 外面想用就用
EventCenter.GetInstance().EvennTrigger("进度条更新",ao.progress); EventCenter.GetInstance().EventTrigger("进度条更新",ao.progress);
//这里面去更新进度条 //这里面去更新进度条
yield return ao.progress; yield return ao.progress;
} }