Unity EasyMassageSystem

EventManager

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace EasyMassageSystem
{
    public class EventManager
    {
        public static EventManager Instance;
        private static Dictionary<string, Action<EventMassage>> eventListeners;
        
        static EventManager()
        {
            Instance = new EventManager();
            eventListeners = new Dictionary<string, Action<EventMassage>>();
        }

        public void Register(string eventName, Action<EventMassage> action)
        {
            if (!eventListeners.ContainsKey(eventName))
            {
                eventListeners.Add(eventName, action);
            }
            else
            {
                eventListeners[eventName] -= action;
                eventListeners[eventName] += action;
            }
        }

        public void UnRegister(string eventName,Action<EventMassage> action)
        {
            if (eventListeners.ContainsKey(eventName))
            {
                eventListeners[eventName] -= action;
            }
        }

        public void Notify(string eventName,EventMassage msg= null)
        {
            if (eventListeners.ContainsKey(eventName))
            {
                Action<EventMassage> action = eventListeners[eventName];
                if(action != null)
                {
                    action(msg);
                }
            }
        }
    }


    public sealed class EventMassage
    {
        public System.Object param;
        public EventMassage() { }

        public EventMassage(System.Object p)
        {
            this.param = p;
        }

        /// <summary>
        /// notify的时候携带消息类型,param携带任何类型的数据
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <returns></returns>
        public T Getparam<T>()
        {
            if (param == null)
            {
                return default(T);
            }
            else
            {
                return (T)param;
            }
        }
    }
}

MassageSystemBehavior

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

namespace EasyMassageSystem
{
    public class MassageSystemBehavior : MonoBehaviour
    {
        private Dictionary<string, Action<EventMassage>> events = new Dictionary<string, Action<EventMassage>>();
        
        public void RegisterEvent(string eventName, Action<EventMassage> action)
        {
            EasyMassageSystem.EventManager.Instance.Register(eventName, action);
            events.Add(eventName, action);
        }

        public void UnRegisterEvent(string eventName,Action<EventMassage> action)
        {
            EasyMassageSystem.EventManager.Instance.UnRegister(eventName, action);
            events.Remove(eventName);
        }

        public void OnDestroy()
        {
            foreach (string eventName in events.Keys )
            {
                EasyMassageSystem.EventManager.Instance.UnRegister(eventName, events[eventName]);
            }
        }

    }
}

 Game

using System.Collections;
using UnityEngine;


public class MassageSystemEvents
{
    public class Game
    {
        public const string NextLevel = "Game.NextLevel";
        public const string Replay = "Game.Replay";
        public const string ChangeGameStatus = "Game.ChangeGameStatus";
    }
}

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