- 事件:public event MyDelegate d;
- 访问修饰符 事件关键字 委托类型 事件名
- 发布者:触发是事件的对象
- 接收者:捕获事件 并对其作出处理的
class Program
{
static void Main(string[] args)
{
Bridegroom br = new Bridegroom();
Friend f1 = new Friend("张三");
Friend f2 = new Friend("李四");
Friend f3 = new Friend("王五");
br.MarryEvent += new Bridegroom.MarryHandler(f1.SendMessage);
//=前:访问字段 对象.字段名 s.name
//=后:先访问到MarryEvent再对其进行初始化 事件定义到了Bridegeoom里,所以用类名.事件名进行访问
br.MarryEvent += new Bridegroom.MarryHandler(f2.SendMessage);
br.MarryEvent += new Bridegroom.MarryHandler(f3.SendMessage);
br.OnMarriageComing("朋友们,我要结婚了");
Console.WriteLine("-------------------------");
br.MarryEvent -= new Bridegroom.MarryHandler(f1.SendMessage);
br.OnMarriageComing("朋友们,生孩子了");
}
}
class Bridegroom//发布者
{
//自定义委托
public delegate void MarryHandler(string msg);
//利用自定义的委托来定义事件,事件名叫MarryEvent
public event MarryHandler MarryEvent;
public void OnMarriageComing(string mag)
{
if (MarryEvent!=null)
{
MarryEvent(mag);//类似于d();
}
}
}
public class Friend//接收者
{
private string name;
public Friend(string _name) { name = _name; }
//处理事件函数
public void SendMessage(string mess)
{
//处理事件
Console.WriteLine(name+"收到了,到时候准时参加");
}
}
EventHandler(参数1,参数2)
- 参数1:引发事件的对象
- 参数2:是包含相关事件其它有用信息的对象
- 扩展参数:EventArgs:表示包含事件数据的类的基类,并提供用于不包含事件数据的事件的值。
static void Main(string[] args)
{
brideRoom bride = new brideRoom();
friend f11 = new friend("123");
friend f22 = new friend("456");
friend f33 = new friend("789");
bride.marryEvent += new EventHandler(f11.SendMessage);
bride.marryEvent += new EventHandler(f22.SendMessage);
bride.marryEvent += new EventHandler(f33.SendMessage);
bride.onmc("孩子考上大学");
bride.marryEvent -= new EventHandler(f11.SendMessage);
bride.onmc("孩子结婚了");
}
class brideRoom
{
public event EventHandler marryEvent;
public void onmc(string msg)
{
if (marryEvent!=null)
{
marryEvent(this, new EventArgs());
}
}
}
class friend
{
private string name;
public friend(string _name) { name = _name; }
public void SendMessage(object sender, EventArgs arg)
{
Console.WriteLine(name + "收到了,Over");
}
}
例题
- 1.英雄:大招1000,防御力为300,当英雄对怪物进行攻击时,怪物会做出反应;
- 2.怪物:攻击力500,防御力400,当怪物对英雄进行攻击时,英雄会做出反应;
- 3..如果a攻击力大于b的防御力,那a攻击b时,b会受伤害,否则就是避开
- 4.一个英雄对象,4只怪物,怪物编号不同;
static void Main(string[] args)
{
Hero hero = new Hero("亚瑟");
Monster m1 = new Monster(1);
Monster m2 = new Monster(2);
Monster m3 = new Monster(3);
Monster m4 = new Monster(4);
hero.Atta();
m1.Atta();
}
class Hero
{
public delegate void HeroHandler(int a);
public static event HeroHandler Hhit;
private string name;
private int attack = 500;
private int defense = 400;
public string Name { get { return name; } set { name = value; } }
public int Attack { get { return attack; } set { attack = value; } }
public int Defense { get { return defense; } set { defense = value; } }
public Hero(string name)
{
this.name = name;
Monster.Mhit += FormAtt;
}
public void Atta()
{
if (Hhit != null)
{
Hhit(Attack);
}
}
//被攻击
public void FormAtt(int monsteratt)
{
if (monsteratt > Defense)//收到的攻击大于防御力
{
Console.WriteLine(Name + "受伤了");
}
else
{
Console.WriteLine("没打着!");
}
}
}
class Monster
{
public delegate void MonsterHandler(int a);
public static event MonsterHandler Mhit;
private int id;
private int attack1 = 300;
private int defense1 = 300;
public int ID { get { return id; } set { id = value; } }
public int Attack1 { get { return attack1; } set { attack1 = value; } }
public int Defense1 { get { return defense1; } set { defense1 = value; } }
public Monster(int id)
{
this.ID = id;
Hero.Hhit += FormAtt;
}
public void Atta()
{
if (Mhit != null)
{
Mhit(Attack1);
}
}
//被攻击
public void FormAtt(int herohatt)
{
if (herohatt > Defense1)//收到的攻击大于防御力
{
Console.WriteLine(id + "受伤了");
}
else
{
Console.WriteLine("没打着!");
}
}
}
烧水器,显示器,警报器
- 1.烧水器:负责烧水,温度会发生改变
- 2.随着温度发生改变,显示器显示的内容就发生改变;
- 3.当温度到达100时,发出警报声,停止烧水;
static void Main(string[] args)
{
Boiler b = new Boiler();
DisPlay d = new DisPlay();
baojing bj = new baojing();
b.WaterB();
}
//烧水类
class Boiler
{
public Boiler()
{
//与报警器绑定烧水停止
baojing.cj += Stop;
}
public delegate void WaterBoiler(int a);
public static WaterBoiler Wb;
private int start = 40;
public int Start { get { return start; } set { start = value; } }
public void WaterB()
{
Console.WriteLine("倒入{0}度的水", Start);
Console.WriteLine("正在烧水");
Start += 60;
if (Wb != null)
{
Wb(Start);//将温度传递给显示器
}
}
public void Stop()
{
if (baojing.cj != null)
{
Console.WriteLine("停止烧水");
}
}
}
//显示器类
class DisPlay
{
public DisPlay()
{
//与烧水器类绑定
Boiler.Wb += Show;
}
public void Show(int a)
{
Console.WriteLine("当前温度是:" + a);
}
}
//报警器类
class baojing
{
public delegate void Calljing();
public static Calljing cj;
public baojing()
{
//与烧水器类绑定
Boiler.Wb += Call;
}
public void Call(int b)
{
if (b >= 100)
{
Console.WriteLine("报警中。。。。。");
cj();
}
}
}