消息框架

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

public class MessageCenter{

    //管理类集合
    public static List<MonoBase> Messages = new List<MonoBase>();

    //发送消息
    public static void SendMessage(Message msg)
    {
        foreach (MonoBase mb in Messages)
        {
            mb.ReceiveMessage(msg);
        }
    }
    public static void SendMessage(byte type,int command,object content)
    {
        Message msg = new Message(type,command,content);
        SendMessage(msg);
    }

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

public class ManagerBase<T> : MonoBase where T:MonoBase {

    public static T Instance;
    //管理的消息接收者
    public List<MonoBase> ReceiveList = new List<MonoBase>();
    //当前管理类接收的消息类型
    protected byte messageType;

    protected virtual void Awake()
    {
        Instance = this as T;
        //设置消息类型
        messageType = SetMessageType();
        //将当前的管理类添加到消息中心列表中
        MessageCenter.Messages.Add(this);

    }
    //必须实现,返回当前管理类的消息类型
    protected virtual byte SetMessageType()
    {
        return MessageType.Type_UI;
    }
    //注册消息监听
    public void RegisterReceiver(MonoBase mb)
    {
        if (!ReceiveList.Contains(mb))
        {
            ReceiveList.Add(mb);
        }
    }
    //接收到了消息,并且向下分发消息
    public override void ReceiveMessage(Message message)
    {
        base.ReceiveMessage(message);
        //如果接收到的消息类型不匹配,则不向下分发消息
        if (message.Type!=messageType)
        {
            return;
        }
        foreach (MonoBase mb in ReceiveList)
        {
            mb.ReceiveMessage(message);
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonoBase : MonoBehaviour {

    //发送消息
    public void SendCustomMessage(Message msg)
    {
        MessageCenter.SendMessage(msg);
    }

    public void SendCustomMessage(byte type, int command, object content)
    {
        MessageCenter.SendMessage(type,command,content);
    }

    //接收消息
    public virtual void ReceiveMessage(Message message)
    {
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Message
{
    //类型
    public byte Type;
    //命令
    public int Command;
    //参数
    public object Content;
    //自己的构造
    public Message() { }
    //用起来的构造
    public Message(byte type, int command, object content)
    {
        Type = type;
        Command = command;
        Content = content;
    }
}
//消息类型
public class MessageType
{
    public static byte Type_Audio = 1;
    public static byte Type_UI = 2;

    public static int Audio_PlaySound = 100;
    public static int Audio_playMusic = 101;
    public static int Audio_StopMusic = 102;
    public static int Audio_ChangeVolume = 103;

    public static int UI_ShowPanel = 200;
    public static int UI_AddScore = 201;
    public static int UI_ShowShop = 202;
}

 


 

 

 

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值