用unity做网游的同学应该不少,其中一个很蛋疼的问题就是主线程中尤其是UI部分很多实例都是不允许子线程修改的,
那么我们就只有想办法把这些子线程里的数据缓存起来,让主线程自己拿着这些数据该干嘛干嘛去。
直接贴源码:
using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using System.Threading; public class EventDispatcher { private static EventDispatcher sinstance; public static EventDispatcher Instance() { if (sinstance == null) { sinstance = new EventDispatcher(); } return sinstance; } // object m_objLock = new object(); // object m_objLock2 = new object(); public delegate void EventCallback(EventBase eb); private Dictionary<string, List<EventCallback>> registedCallbacks = new Dictionary<string, List<EventCallback>>(); private Dictionary<string, List<EventCallback>> registedCallbacksPending = new Dictionary<string, List<EventCallback>>(); private List<EventBase> lPendingEvents = new List<EventBase>(); public void RegistEventListener(string sEventName, EventCallback eventCallback) { lock (this) { if (!registedCallbacks.ContainsKey(sEventName)) { registedCallbacks.Add(sEventName, new List<EventCallback>()); } if (isEnuming) { if (!registedCallbacksPending.ContainsKey(sEventName)) { registedCallbacksPending.Add(sEventName, new List<EventCallback>()); } registedCallbacksPending[sEventName].Add(eventCallback); return; } registedCallbacks[sEventName].Add(eventCallback); } } public void UnregistEventListener(string sEventName, EventCallback eventCallback) { lock (this) { if (!registedCallbacks.ContainsKey(sEventName)) { return; } if (isEnuming) { Debug.Log("Cannot unregist event this moment!"); return; } registedCallbacks[sEventName].Remove(eventCallback); } } List<EventBase> lEvents = new List<EventBase>(); public void DispatchEvent<T>(T eventInstance) where T:EventBase { lock (this) { if (!registedCallbacks.ContainsKey(eventInstance.sEventName)) { return; } if (isEnuming) { lPendingEvents.Add(eventInstance); Debug.Log("Cannot dispatch event this moment!"); return; } foreach (EventBase eb in lPendingEvents) { lEvents.Add(eb); } lPendingEvents.Clear(); lEvents.Add(eventInstance); } } public void DispatchEvent(string eventName, object eventValue) { lock (this) { if (!registedCallbacks.ContainsKey(eventName)) { return; } if (isEnuming) { lPendingEvents.Add(new EventBase(eventName, eventValue)); Debug.Log("Cannot dispatch event this moment!"); return; } lEvents.Add(new EventBase(eventName, eventValue)); } } private void testPendingEvents() { foreach (EventBase eb in lPendingEvents) { lEvents.Add(eb); } lPendingEvents.Clear(); } public static bool isEnuming = false; public void OnTick() { lock (this) { if (lEvents.Count == 0) { foreach (string sEventName in registedCallbacksPending.Keys) { foreach (EventCallback ec in registedCallbacksPending[sEventName]) { RegistEventListener(sEventName, ec); } } registedCallbacksPending.Clear(); testPendingEvents(); return; } isEnuming = true; foreach (EventBase eb in lEvents) { for ( int i = 0;i<registedCallbacks[eb.sEventName].Count;i++)// EventCallback ecb in registedCallbacks[eb.sEventName]) { EventCallback ecb = registedCallbacks[eb.sEventName]; if (ecb == null) { continue; } ecb(eb); } } lEvents.Clear(); } isEnuming = false; } } public class EventBase { public object eventValue; public string sEventName; public EventBase() { sEventName = this.GetType().FullName; } public EventBase(string eventName, object ev) { eventValue = ev; sEventName = eventName; } } public class ChatEvent : EventBase { public int iChannel; public string sContent; public string sName; public ChatEvent() { } }
使用方法很简单,在随便哪个Monobehaviour脚本里的Update函数里调用EventDispatcher.Instance().OnTick();就可以了
using UnityEngine; using System.Collections; public class EventTicker : MonoBehaviour { void Start() { } void Update() { EventDispatcher.Instance().OnTick(); } }
需要派发事件时:
EventDispatcher.Instance().DispatchEvent("EventName", eventValue);
eventValue可以是任何类型的数据。
在需要的地方监听事件:
EventDispatcher.Instance().RegistEventListener("EventName",EventCallback );
其中EventCallback是一个参数为EventBase的函数:
void EventCallback(EventBase eb) { Debug.Log("EventCallback:" + eb.eventValue.ToString()); }
进阶用法:
细心的同学应该发现了,EventDispatcher类的最下面有个ChatEvent,
public class ChatEvent : EventBase
调用
ChatEvent ce = new ChatEvent(); EventDispatcher.Instance().DispatchEvent<ChatEvent>(ce);
在监听函数里
void chatCallBack(EventBase eb) { ChatEvent ce = eb as ChatEvent; }
酱紫,就可以很方便取出自定义的事件中的多个参数了~