Unity编程笔记----事件模式

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

public enum CEventType
{
    one,
    two,
    three,
    four
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CBaseEvent
{
    private CEventType type;
    private Hashtable arguments;

    public CEventType Type
    {
        get { return this.type; }
        set { this.type = value; }
    }

    public IDictionary Params
    {
        get { return this.arguments; }
        set { this.arguments = value as Hashtable; }
    }

    public CBaseEvent(CEventType type)
    {
        this.Type = type;
        if (this.arguments == null)
        {
            this.arguments = new Hashtable();
        }
    }

    public CBaseEvent(CEventType type, Hashtable args)
    {
        this.Type = type;
        this.arguments = args;
        if (this.arguments == null)
        {
            this.arguments = new Hashtable();
        }
    }

    public CBaseEvent(CEventType type, params object[] args)
    {
        this.Type = type;
        if (this.arguments == null)
        {
            this.arguments = new Hashtable();
        }
        for (int i = 0; i < args.Length; i++)
        {
            this.arguments.Add(i, args[i]);
        }
    }
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public delegate void CEventListenerDel(CBaseEvent evt);

public class CEventDispatcher : Singleton<CEventDispatcher>
{
    private Hashtable listeners = new Hashtable();

    public void AddListener(CEventType type, CEventListenerDel listener)
    {
        CEventListenerDel CDel = this.listeners[type] as CEventListenerDel;
        CDel += listener;
        this.listeners[type] = CDel;
    }

    public void RemoveListener(CEventType type, CEventListenerDel listener)
    {
        CEventListenerDel CDel = this.listeners[type] as CEventListenerDel;
        if (CDel != null)
            CDel -= listener;
        this.listeners[type] = CDel;
    }

    public void RemoveAll()
    {
        this.listeners.Clear();
    }

    public void DispatchEvent(CBaseEvent evt)
    {
        CEventListenerDel CDel = this.listeners[evt.Type] as CEventListenerDel;
        if (CDel != null)
        {
            try
            {
                CDel(evt);
            }
            catch (Exception ex)
            {
                throw new Exception(string.Concat(new string[]
                {
                    "Error dispatching event",
                    evt.Type.ToString(),
                    ": ",
                    ex.Message,
                    " ",
                    ex.StackTrace
                }), ex);
            }
        }
    }

}

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

public class Test : MB_Singleton<Test>
{

    // Use this for initialization
    void Start()
    {
        CEventDispatcher.Get().AddListener(CEventType.one, Hello);
    }

    // Update is called once per frame
    void Update()
    {

    }

    void OnGUI()
    {
        if (GUI.Button(new Rect(100, 100, 100, 100), "有参事件"))
        {
            CEventDispatcher.Get().DispatchEvent(new CBaseEvent(CEventType.one, "nihao", 123, "啊啊"));
        }
    }

    public void Hello(CBaseEvent evt)
    {
        for (int i = 0; i < evt.Params.Count; i++)
        {
            print(evt.Params[i]);
        }
    }

}

Test 为方法的调用,  CEventDispatcher是对事件的注册和分发,继承了普通单例模式.



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