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