Unity消息机制

Unity消息机制

在游戏设计中一定要考虑降低模块与模块之间,代码与代码之间的耦合度

using UnityEngine;
using System.Collections.Generic;

public delegate void CallBackDelegate(params object[] paramList);

public class MessageCenter
{
    /// <summary>
    /// 消息名与MessageHandler的映射
    /// </summary>
    private Dictionary<string, List<MessageHandler>> msgHandlersDic;

    private static MessageCenter _msgInstance;
    /// <summary>
    /// 获取单例
    /// </summary>
    public static MessageCenter msgInstance
    {
        get
        {
            if (_msgInstance == null)
            {
                _msgInstance = new MessageCenter();
                Debug.Log("创建了一个messageCenter");
            }
            return _msgInstance;
        }
    }

    public MessageCenter()
    {
        msgHandlersDic = new Dictionary<string, List<MessageHandler>>();
    }

    /// <summary>
    /// 注册一个游戏对象成为观察者
    /// </summary>
    /// <param name="observer">this 观察者</param>
    /// <param name="msgName">消息名</param>
    /// <param name="callback">响应此消息的事件,用于接收消息</param>
    /// <param name="priority">响应此消息的事件的优先级</param>
    public void RegObserver(Component observer, string msgName, CallBackDelegate callback, int priority)
    {
        RegObserver(msgName, new MessageHandler(observer, callback, priority));
    }
    /// <summary>
    /// 注册一个游戏对象成为观察者
    /// </summary>
    /// <param name="msgName">消息名</param>
    /// <param name="handler">观察者和观察者响应的事件</param>
    public void RegObserver(string msgName, MessageHandler handler)
    {
        if (msgName == null || handler.callback == null)
            return;
        if (!msgHandlersDic.ContainsKey(msgName))
        {
            msgHandlersDic[msgName] = new List<MessageHandler>();
            msgHandlersDic[msgName].Add(handler);
            return;
        }
        //判断是否已经注册过相同的观察者和响应事件
        foreach (MessageHandler item in msgHandlersDic[msgName])
        {
            if (handler == item) return;
        }
        //添加一个新的观察者进入观察者队列,并根据优先级排序
        for (int i = 0; i < msgHandlersDic[msgName].Count; i++)
        {
            if (msgHandlersDic[msgName][i].priority > handler.priority)
            {
                msgHandlersDic[msgName].Insert(i, handler);
                return;
            }
        }
        msgHandlersDic[msgName].Add(handler);
    }

    /// <summary>
    /// 移除观察者
    /// </summary>
    /// <param name="observer">this,移除自身观察者身份</param>
    /// <param name="msgName">消息名</param>
    /// <param name="callback">响应此消息的事件,用于接收消息</param>
    /// <param name="priority">响应此消息的事件的优先级</param>
    /// <returns></returns>
    public bool RemoveObserver(Component observer, string msgName, CallBackDelegate callback)
    {
        if (msgName == null || callback == null) return false;
        if (!msgHandlersDic.ContainsKey(msgName)) return false;
        foreach(MessageHandler item in msgHandlersDic[msgName])
        {
            if (item.observer == observer && item.callback == callback)
                return msgHandlersDic[msgName].Remove(item);
        }
        return false;
    }
    /// <summary>
    /// 移除观察者
    /// </summary>
    /// <param name="msgName">消息名</param>
    /// <param name="handler">观察者和观察者响应的事件</param>
    /// <returns></returns>
    public bool RemoveObserver(string msgName, MessageHandler handler)
    {
        if (msgName == null || handler.callback == null)
            return false;
        if (!msgHandlersDic.ContainsKey(msgName))
            return false;
        bool result = msgHandlersDic[msgName].Remove(handler);
        if (msgHandlersDic[msgName].Count == 0)
            msgHandlersDic.Remove(msgName);
        return result;
    }

    /// <summary>
    /// 发送消息
    /// </summary>
    /// <param name="msgName">消息名</param>
    /// <param name="paramArray">发送的消息参数</param>
    public void SendMessage(string msgName, params object[] paramArray)
    {
        if (!msgHandlersDic.ContainsKey(msgName) || msgName == null) return;
        List<MessageHandler> handlersToRemove = new List<MessageHandler>();

        foreach (MessageHandler item in msgHandlersDic[msgName])
        {
            {
                if (item.observer.gameObject.activeInHierarchy == false)
                {
                    handlersToRemove.Add(item);//如果当前观察者对象已经被destroy或者disable,移除此观察者
                }
                else
                    item.callback(paramArray);//否则,执行接受消息后的响应事件
            }
        }
        foreach (MessageHandler item in handlersToRemove)
            msgHandlersDic[msgName].Remove(item);
    }

    ~MessageCenter()
    {
        msgHandlersDic = null;
        Debug.Log("执行析构了");
    }
}

/// <summary>
/// 观察者与响应事件封装类
/// </summary>
public class MessageHandler
{
    private Component _observer;//任何游戏对象都可以成为观察者
    private CallBackDelegate _callback;//接收消息后,响应的事件
    private int _priority;//响应事件优先级

    public Component observer { get { return _observer; } }
    public CallBackDelegate callback { get { return _callback; } }
    public int priority { get { return _priority; } }

    public MessageHandler(Component observer, CallBackDelegate callback,int priority)
    {
        _observer = observer;
        _callback = callback;
        _priority = priority;
    }
}


测试

using UnityEngine;
using System.Collections;

public class ObserverOne : MonoBehaviour
{

    void OnEnable()
    {
        //注册自身成为观察者
        MessageCenter.msgInstance.RegObserver(this, "testMsg", ReceiveMsg, 1);
    }

    public void ReceiveMsg(params object[] msg)
    {
        Debug.Log(this.name +"  接受到了:  "+ msg[0]);
    }
}

using UnityEngine;
using System.Collections;

public class ObserverTwo : MonoBehaviour
{
    void OnEnable()
    {
        //注册自身成为观察者
        MessageCenter.msgInstance.RegObserver(this, "testMsg", ReceiveMsg, 2);

    }
    public void ReceiveMsg(params object[] msg)
    {
        Debug.Log(this.name + "  接受到了:  " + msg[0]);
    }
}

using UnityEngine;
using System.Collections;

public class Test : MonoBehaviour {

    /// <summary>
    /// 按钮点击方法
    /// </summary>
	public void ClickAndSendMsg()
    {
        MessageCenter.msgInstance.SendMessage("testMsg", "这是一条消息");
    }
}



将ClickAndSendMsg方法绑定到测试按钮上,测试结果






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