观察者模式-实际应用-游戏事件系统

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 /*
  * Author:W
  * 游戏事件系统
  */
namespace DesignPattern_Observer
{

    #region 事件主题实现
    /// <summary>
    /// 游戏事件主题的基类
    /// </summary>
    public abstract class GameBaseEventSubject
    {
        /// <summary>
        /// 订阅了该游戏事件主题的所有观察者集合
        /// </summary>
        private List<GameBaseEventObserver> GameEventObserverList = new List<GameBaseEventObserver>();


        /// <summary>
        /// 事件发生时,所携带的参数
        /// </summary>
        private System.Object Param = null;

        /// <summary>
        /// 添加该游戏事件主题的观察者
        /// </summary>
        /// <param name="gameBaseEventObserver"></param>
        public void Attach(GameBaseEventObserver gameBaseEventObserver)
        {
            if (GameEventObserverList == null)
                GameEventObserverList = new List<GameBaseEventObserver>();

            if (!GameEventObserverList.Contains(gameBaseEventObserver))
                GameEventObserverList.Add(gameBaseEventObserver);
        }

        /// <summary>
        /// 取消该游戏事件主题一个观察者
        /// </summary>
        /// <param name="gameBaseEventObserver"></param>
        public void Detach(GameBaseEventObserver gameBaseEventObserver)
        {
            if (GameEventObserverList == null) return;

            if (GameEventObserverList.Contains(gameBaseEventObserver))
                GameEventObserverList.Remove(gameBaseEventObserver);
        }

        /// <summary>
        /// 事件主题发生改变,去通知其所有观察者
        /// </summary>
        public void Notify()
        {
            if (GameEventObserverList == null) return;

            foreach (GameBaseEventObserver gameBaseEventObserver in GameEventObserverList)
            {
                if (gameBaseEventObserver != null)
                    gameBaseEventObserver.Update();
            }
        }

        /// <summary>
        /// 参数设置
        /// </summary>
        /// <param name="Param"></param>
        public virtual void SetParam(System.Object Param)
        {
            this.Param = Param;           
        }
    }


    /// <summary>
    /// 主题1
    /// </summary>
    public class Subject1 : GameBaseEventSubject
    {
        private int a =0;
        public Subject1() { }

        public void method1() { }

        private void  method2() { }

        /// <summary>
        /// 参数设置处理,然后通知观察者
        /// </summary>
        /// <param name="Param"></param>
        public override void SetParam(System.Object Param)
        {
            base.SetParam(Param);

            //----处理一些游戏事件------
            // 参数对象解析出来,做一些事情
            // class1 = Param as Class1
            //------------------------

            //然后通知
            Notify();
        }
    }

    #endregion

    #region  事件观察者实现

    /// <summary>
    /// 游戏事件观察者的基类【在实际应用环境中,为避免产生过多的观察者类时,可以换成委托回调函数,效果是类似的】
    /// </summary>
    public abstract class GameBaseEventObserver
    {
        /// <summary>
        /// 监听的游戏事件主题发生改变时,更新自身
        /// </summary>
        public abstract void Update();

        /// <summary>
        /// 设置观察的主题【方便访问到主题】
        /// </summary>
        public virtual void SetSubject(GameBaseEventSubject gameBaseEventSubject) { }
    }


    /// <summary>
    /// 观察者1
    /// </summary>
    public class Observer1 : GameBaseEventObserver
    {
        #region  主题获取[需要访问主题时,可有可无]
        /// <summary>
        /// 该观察者监听的具体主题
        /// </summary>
        private Subject1 Subject = null;

        /// <summary>
        /// 主题设置
        /// </summary>
        /// <param name="gameBaseEventSubject"></param>
        public override void SetSubject(GameBaseEventSubject gameBaseEventSubject)
        {
            Subject = gameBaseEventSubject as Subject1;
        }

        #endregion

        #region 与该观察者绑定的系统
        //private System1 system1 = null;

        //public Observer1(System1 system1)
        //{
        //    this.system1 = system1; 
        //}
        #endregion


        /// <summary>
        /// Subject1更新通知下发,观察者来处理
        /// </summary>
        public override void Update()
        {
           //-------该观察者将监听到的信息,给绑定的【一对一】系统,让其做事情-----------
           // system1.xxx();
           //-----------------------
        }

       
    }

    #endregion


    /// <summary>
    /// 游戏事件类型
    /// </summary>
    public enum GameEvent
    {
        None,
        EnemyKilled,
        AddScore,
        Upgrade,
        NewStage,
        //.....
    }

    /// <summary>
    /// 游戏事件系统
    /// </summary>
    public class GameEventSystem
    {
       /// <summary>
       /// 游戏事件及其对应的主题映射集合
       /// </summary>
        private Dictionary<GameEvent, GameBaseEventSubject> GameEventDic = new Dictionary<GameEvent, GameBaseEventSubject>();

        public GameEventSystem()
        {
            Init(); 
        }

        /// <summary>
        /// 初始化
        /// </summary>
        private void Init()
        {
            // NotDo
        }


        #region  为事件主题注册与注销观察者 【供需要监听该事件主题的系统调用】
        /// <summary>
        /// 为特定事件主题注册一个特定的观察者
        /// </summary>
        /// <param name="gameEvent"></param>
        /// <param name="gameObserver"></param>
        public void RegisterObserver(GameEvent gameEvent, GameBaseEventObserver gameObserver)
        {
            GameBaseEventSubject Subject = GetGameEventSubject(gameEvent);

            if (Subject != null)
            {
                Subject.Attach(gameObserver);
                gameObserver.SetSubject(Subject);
            }
        }

        /// <summary>
        /// 为特定事件主题注销某个特定的观察者
        /// </summary>
        /// <param name="gameEvent"></param>
        /// <param name="gameObserver"></param>
        public void UnRegisterObserver(GameEvent gameEvent, GameBaseEventObserver gameObserver)
        {
            GameBaseEventSubject Subject = GetGameEventSubject(gameEvent);

            if (Subject != null)
                Subject.Detach(gameObserver);
        }

        /// <summary>
        /// 事件主题获取
        /// </summary>
        /// <param name="gameEvent"></param>
        /// <returns></returns>
        private GameBaseEventSubject GetGameEventSubject(GameEvent gameEvent)
        {            
            if (GameEventDic == null)
                GameEventDic = new Dictionary<GameEvent, GameBaseEventSubject>();

            //集合里有
            if (GameEventDic.ContainsKey(gameEvent))
                return GameEventDic[gameEvent];

            //注册新的事件主题
            GameBaseEventSubject targetSubject = null;
            switch (gameEvent)
            {
                case GameEvent.AddScore:
                    targetSubject = new Subject1();
                    break;
                case GameEvent.EnemyKilled:
                    //targetSubject = new Subject2();
                    break;
                default:
                    Debug.LogError("还没有对该游戏事件:"+gameEvent+" 产生对应的主题类");
                    break;
            }

            if (targetSubject != null)
                GameEventDic.Add(gameEvent, targetSubject);



            return targetSubject;
        }
        #endregion


        #region 事件通知更新下发【供事件主题产生者(如其他目标系统),在满足条件触发时调用,通知其所有的观察者】
        /// <summary>
        /// 游戏事件通知更新
        /// </summary>
        /// <param name="gameEvent"></param>
        /// <param name="Param"></param>
        public void NotifySubject(GameEvent gameEvent,System.Object Param)
        {
            if (!GameEventDic.ContainsKey(gameEvent)) return;

            GameEventDic[gameEvent].SetParam(Param);
        }
        #endregion



        /// <summary>
        /// 销毁释放
        /// </summary>
        private void Release()
        {
            if (GameEventDic != null)
                GameEventDic.Clear();
        }
    }
}


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