Unity EventSystemManager 简易事件管理系统

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简单的事件管理系统,根据名字注册和调用事件,也可以根据名字删除

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

public struct MainEvent
{
    public GameObject host;
    public Action action;
    public MainEvent(GameObject host,Action action)
    {
        this.host = host;
        this.action = action;
    }
}

public class EventSystemManager
{
    private static EventSystemManager main;
    
    public static EventSystemManager Main
    {
        get
        {
            if (main == null)
            {
                main = new EventSystemManager();
            }
 
            return main;
        }
    }
    
    private Dictionary<string, List<MainEvent>> Event = new Dictionary<string, List<MainEvent>>();
    private Dictionary<string,int> waitSend = new Dictionary<string, int>();
 
    public bool Send(string message)
    {
        ClearNull();
        if (Event.ContainsKey(message))
        {
            try
            {
                foreach (MainEvent mainEvent in Event[message])
                {
                    mainEvent.action();
                }

                return true;
            }
            catch(Exception error)
            {
                Debug.LogError(error);
                return true;
            }
        }
        return false;
    }
 
    public void AddEvent(GameObject target,string eventName,Action action)
    {
        ClearNull();
        if (waitSend.ContainsKey(eventName))
        {
            for (int i = 0; i < waitSend[eventName]; i++)
            {
                action();
            }
            waitSend.Remove(eventName);
        }
        if (!Event.ContainsKey(eventName))
        {
            Event.Add(eventName,new List<MainEvent>());
        }
        Event[eventName].Add(new MainEvent(target,action));
    }

    public bool ContainsEvent(GameObject target,string eventName)
    {
        ClearNull();
        if (Event.ContainsKey(eventName))
        {
            foreach (MainEvent mainEvent in Event[eventName])
            {
                if (mainEvent.host == target)
                {
                    return true;
                }
            }
        }
        return false;
    }

    public void RemoveEvent(GameObject target)
    {
        two:foreach (var key in Event)
        {
            one:foreach (MainEvent mainEvent in Event[key.Key])
            {
                if (mainEvent.host == target)
                {
                    Event[key.Key].Remove(mainEvent);
                    goto one;
                }
            }
            if (key.Value.Count == 0)
            {
                Event.Remove(key.Key);
                goto two;
            }
        }
    }
    
    public void RemoveEvent(GameObject target,string eventName)
    {
        two:foreach (var key in Event)
        {
            if (key.Key != eventName)
            {
                continue;
            }
            one:foreach (MainEvent mainEvent in Event[key.Key])
            {
                if (mainEvent.host == target)
                {
                    Event[key.Key].Remove(mainEvent);
                    goto one;
                }
            }
            if (key.Value.Count == 0)
            {
                Event.Remove(key.Key);
                goto two;
            }
        }
    }

    public void WaitSend(string name)
    {
        if(Send(name)){return;}
        if (waitSend.ContainsKey(name))
        {
            waitSend[name] += 1;
        }
        else
        {
            waitSend.Add(name,1);
        }
    }

    void ClearNull()
    {
    two:foreach (var key in Event)
        {
            one:foreach (MainEvent mainEvent in Event[key.Key])
            {
                if (mainEvent.host == null)
                {
                    Event[key.Key].Remove(mainEvent);
                    goto one;
                }
            }
            if (key.Value.Count == 0)
            {
                Event.Remove(key.Key);
                goto two;
            }
        }
    }
}
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