Unity 消息模块

using System;
using System.Collections.Generic;

public class MessageManager
{

    static MessageManager mInstance;
    public static MessageManager Instance
    {
        get
        {
            return mInstance ??= new MessageManager();
        }
    }
    Dictionary<string, Action<object[]>> mMessageDict = new Dictionary<string, Action<object[]>>(32);
    Dictionary<string, object[]> mDispatchCacheDict = new Dictionary<string, object[]>(16);

    private MessageManager()
    {

    }

    public void Suvscribe(string MessageManager, Action<object[]> action)
    {
        Action<object[]> value = null;
        if (mMessageDict.TryGetValue(MessageManager, out value))
        {
            value += action;
            mMessageDict[MessageManager] = value;


        }
        else
        {
            mMessageDict.Add(MessageManager, action);
        }
    }

    public void Unsubscribe(string message)
    {
        mMessageDict.Remove(message);
    }

    public void Dispatch(string message, object[] args = null, bool addToCache = false)
    {
        if (addToCache)
        {
            mDispatchCacheDict[message] = args;
        }
        else
        {
            Action<object[]> value = null;
            if (mMessageDict.TryGetValue(message, out value))
                value(args);
        }
    }

    public void ProcessDispatchCache(string message)
    {
        object[] value = null;
        if (mDispatchCacheDict.TryGetValue(message,out value))
        {
            Dispatch(message, value);
            mDispatchCacheDict.Remove(message);
        }
    }
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class GameManager : SingletonBase<GameManager>
{
    Action<object[]> act;

    protected override void Awake()
    {
        base.Awake();
        DontDestroyOnLoad(this);
        act = SuvFunc;
        MessageManager.Instance.Suvscribe("abc", act);
        MessageManager.Instance.Dispatch("abc");
    }

    private void SuvFunc(object[] obj)
    {
        Debug.Log("TestSuv");
    }

    protected override void OnDestroy()
    {
        base.OnDestroy();
        MessageManager.Instance.Unsubscribe("abc");

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

public class SingletonBase<T> : MonoBehaviour where T : SingletonBase<T>
{
    private static T instance;
    public static T Instance
    {
        get { return instance; }
    }

    protected virtual void Awake()
    {
        if (instance != null)
            Destroy(gameObject);
        else
            instance = (T)this;
    }
    public static bool IsInitalized
    {
        get { return instance != null; }
    }
    protected virtual void OnDestroy()
    {
        if (instance == this)
        {
            instance = null;
        }
    }
}

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