观察者模式委托原型:
在委托中,通过字典添加或者移除监听
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 观察者模式
/// </summary>
public class EventDispather : Singleton<EventDispather>
{
//委托原型
public delegate void OnActionHandler(params object[] parmas);
//委托字典
private Dictionary<int,List<OnActionHandler>> dic = new Dictionary<int, List<OnActionHandler>>();
/// <summary>
/// 添加监听
/// </summary>
/// <param name="id"></param>
/// <param name="handler"></param>
public void AddEventListenner(int id, OnActionHandler handler)
{
if (dic.ContainsKey(id))
{
dic[id].Add(handler);
}
else
{
List<OnActionHandler> ishandle = new List<OnActionHandler> ();
ishandle.Add(handler);
dic[id] = ishandle;
}
}
/// <summary>
/// 移除监听
/// </summary>
/// <param name="id"></param>
/// <param name="handler"></param>
public void RemoveEventListenner(int id, OnActionHandler handler)
{
if(dic.ContainsKey(id))
{
List<OnActionHandler > ishandle = dic[id];
ishandle.Remove(handler);
if(ishandle.Count == 0)
{
dic.Remove(id);
}
}
}
/// <summary>
/// 派发消息
/// </summary>
/// <param name="id"></param>
/// <param name="value"></param>
public void DisPath(int id, params object[] parmas)
{
if(dic.ContainsKey(id) )
{
List<OnActionHandler> ishandler = dic[id];
if(ishandler.Count > 0 && ishandler != null)
{
for (int i = 0; i < ishandler.Count; i++)
{
if (ishandler[i] != null)
{
ishandler[i](parmas);
}
}
}
}
}
}
消息发送:
/// <summary>
/// 消息发送者
/// </summary>
public class EventSend : MonoBehaviour
{
// Update is called once per frame
void Update()
{
if (Input.GetKeyUp(KeyCode.A))
{
EventDispather.instance.DisPath(0, 9);
}
else if (Input.GetKeyUp(KeyCode.B))
{
EventDispather.instance.DisPath(1, 18);
}
}
}
观察者监听:
观察者A:
/// <summary>
/// 消息监听A,监听2个消息
/// </summary>
public class EventGetA : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
EventDispather.instance.AddEventListenner(0, Masege0);
EventDispather.instance.AddEventListenner(1, Masege1);
}
private void Masege1(object[] parmas)
{
Debug.Log((int)parmas[0] + "点下班");
}
private void Masege0(object[] parmas)
{
Debug.Log((int)parmas[0] + "点上班");
}
private void OnDestroy()
{
EventDispather.instance.RemoveEventListenner(0, Masege0);
EventDispather.instance.RemoveEventListenner(1, Masege1);
}
}
观察者B:
/// <summary>
/// 消息监听B,只监听其中一个消息
/// </summary>
public class EventGetB : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
EventDispather.instance.AddEventListenner(1, Masege1);
}
private void Masege1(object[] parmas)
{
Debug.Log((int)parmas[0] + "点下班");
}
private void OnDestroy()
{
EventDispather.instance.RemoveEventListenner(1, Masege1);
}
}
优点:
- 观察者模式可以避免普通委托不必要的消息接受
- 降低了目标与观察者之间的耦合关系,两者之间是抽象耦合关系。符合依赖倒置原则。
- 目标与观察者之间建立了一套触发机制。
缺点:
- 目标与观察者之间的依赖关系并没有完全解除,而且有可能出现循环引用。
- 当观察者对象很多时,通知的发布会花费很多时间,影响程序的效率。