用
unity3d做网游的同学应该不少,其中一个很蛋疼的问题就是主线程中尤其是UI部分很多实例都是不允许子线程修改的,那么我们就只有想办法把这些子线程里的数据缓存起来,让主线程自己拿着这些数据该干嘛干嘛去。
废话少说,先上源码。
using System;using System.Collections.Generic;using System.Linq;using System.Text;using UnityEngine;using System.Threading;public class EventDispatcher
{ private static EventDispatcher sinstance;
public static EventDispatcher Instance()
{if (sinstance == null)
{sinstance = new EventDispatcher();
}
return sinstance;
}
// object m_objLock = new object();
// object m_objLock2 = new object();
public delegate void EventCallback(EventBase eb);
private Dictionary<string, List<EventCallback>> registedCallbacks = new Dictionary<string, List<EventCallback>>();
private Dictionary<string, List<EventCallback>> registedCallbacksPending = new Dictionary<string, List<EventCallback>>();
private List<EventBase> lPendingEvents = new List<EventBase>();
public void RegistEventListener(string sEventName, EventCallback eventCallback)
{lock (this)
{if (!registedCallbacks.ContainsKey(sEventName))
{registedCallbacks.Add(sEventName, new List<EventCallback>());
}if (isEnuming)
{if (!registedCallbacksPending.ContainsKey(sEventName))
{registedCallbacksPending.Add(sEventName, new List<EventCallback>());
}
registedCallbacksPending[sEventName].Add(eventCallback);
return;
}
registedCallbacks[sEventName].Add(eventCallback);
}
}
public void UnregistEventListener(string sEventName, EventCallback eventCallback)
{
lock (this)
{
if (!registedCallbacks.ContainsKey(sEventName))
{
return;
}
if (isEnuming)
{
Debug.Log("Cannot unregist event this moment!");
return;
}
registedCallbacks[sEventName].Remove(eventCallback);
}
}
List<EventBase> lEvents = new List<EventBase>();
public void DispatchEvent<T>(T eventInstance)
where T:EventBase
{
lock (this)
{
if (!registedCallbacks.ContainsKey(eventInstance.sEventName))
{
return;
}
if (isEnuming)
{
lPendingEvents.Add(eventInstance);
Debug.Log("Cannot dispatch event this moment!");
return;
}
foreach (EventBase eb in lPendingEvents)
{
lEvents.Add(eb);
}
lPendingEvents.Clear();
lEvents.Add(eventInstance);
}
}
public void DispatchEvent(string eventName, object eventValue)
{
lock (this)
{
if (!registedCallbacks.ContainsKey(eventName))
{
return;
}
if (isEnuming)
{
lPendingEvents.Add(new EventBase(eventName, eventValue));
Debug.Log("Cannot dispatch event this moment!");
return;
}
lEvents.Add(new EventBase(eventName, eventValue));
}
}
private void testPendingEvents()
{
foreach (EventBase eb in lPendingEvents)
{
lEvents.Add(eb);
}
lPendingEvents.Clear();
}
public static bool isEnuming = false;
public void OnTick()
{
lock (this)
{
if (lEvents.Count == 0)
{
foreach (string sEventName in registedCallbacksPending.Keys)
{
foreach (EventCallback ec in registedCallbacksPending[sEventName])
{
RegistEventListener(sEventName, ec);
}
}
registedCallbacksPending.Clear();
testPendingEvents();
return;
}
isEnuming = true;
foreach (EventBase eb in lEvents)
{
for ( int i = 0;i<registedCallbacks[eb.sEventName].Count;i++)// EventCallback ecb in registedCallbacks[eb.sEventName])
{
EventCallback ecb = registedCallbacks[eb.sEventName];
if (ecb == null)
{
continue;
}
ecb(eb);
}
}
lEvents.Clear();
}
isEnuming = false;
}
}
public class EventBase
{
public object eventValue;
public string sEventName;
public EventBase()
{
sEventName = this.GetType().FullName;
}
public EventBase(string eventName, object ev)
{
eventValue = ev;
sEventName = eventName;
}
}
public class ChatEvent : EventBase
{
public int iChannel;
public string sContent;
public string sName;
public ChatEvent()
{
}
}
使用方法很简单,在随便哪个Monobehaviour脚本里的Update函数里调用
EventDispatcher.Instance().OnTick();就可以了。
需要派发事件时:
EventDispatcher.Instance().DispatchEvent("EventName", eventValue);
eventValue可以是任何类型的数据。
在需要的地方监听事件:
EventDispatcher.Instance().RegistEventListener("EventName",EventCallback );
其中EventCallback是一个参数为EventBase的函数:
void EventCallback(EventBase eb)
{
Debug.Log("EventCallback:" + eb.eventValue.ToString());
}
进阶用法:
细心的同学应该发现了,EventDispatcher类的最下面有个ChatEvent,
public class ChatEvent : EventBase调用
ChatEvent ce = new ChatEvent();
EventDispatcher.Instance().DispatchEvent<ChatEvent>(ce);
在监听函数里:
void chatCallBack(EventBase eb)
{
ChatEvent ce = eb as ChatEvent;
}
这样子,就可以很方便取出自定义的事件中的多个参数了
废话少说,先上源码。
using System;using System.Collections.Generic;using System.Linq;using System.Text;using UnityEngine;using System.Threading;public class EventDispatcher
{ private static EventDispatcher sinstance;
public static EventDispatcher Instance()
{if (sinstance == null)
{sinstance = new EventDispatcher();
}
return sinstance;
}
// object m_objLock = new object();
// object m_objLock2 = new object();
public delegate void EventCallback(EventBase eb);
private Dictionary<string, List<EventCallback>> registedCallbacks = new Dictionary<string, List<EventCallback>>();
private Dictionary<string, List<EventCallback>> registedCallbacksPending = new Dictionary<string, List<EventCallback>>();
private List<EventBase> lPendingEvents = new List<EventBase>();
public void RegistEventListener(string sEventName, EventCallback eventCallback)
{lock (this)
{if (!registedCallbacks.ContainsKey(sEventName))
{registedCallbacks.Add(sEventName, new List<EventCallback>());
}if (isEnuming)
{if (!registedCallbacksPending.ContainsKey(sEventName))
{registedCallbacksPending.Add(sEventName, new List<EventCallback>());
}
registedCallbacksPending[sEventName].Add(eventCallback);
return;
}
registedCallbacks[sEventName].Add(eventCallback);
}
}
public void UnregistEventListener(string sEventName, EventCallback eventCallback)
{
lock (this)
{
if (!registedCallbacks.ContainsKey(sEventName))
{
return;
}
if (isEnuming)
{
Debug.Log("Cannot unregist event this moment!");
return;
}
registedCallbacks[sEventName].Remove(eventCallback);
}
}
List<EventBase> lEvents = new List<EventBase>();
public void DispatchEvent<T>(T eventInstance)
where T:EventBase
{
lock (this)
{
if (!registedCallbacks.ContainsKey(eventInstance.sEventName))
{
return;
}
if (isEnuming)
{
lPendingEvents.Add(eventInstance);
Debug.Log("Cannot dispatch event this moment!");
return;
}
foreach (EventBase eb in lPendingEvents)
{
lEvents.Add(eb);
}
lPendingEvents.Clear();
lEvents.Add(eventInstance);
}
}
public void DispatchEvent(string eventName, object eventValue)
{
lock (this)
{
if (!registedCallbacks.ContainsKey(eventName))
{
return;
}
if (isEnuming)
{
lPendingEvents.Add(new EventBase(eventName, eventValue));
Debug.Log("Cannot dispatch event this moment!");
return;
}
lEvents.Add(new EventBase(eventName, eventValue));
}
}
private void testPendingEvents()
{
foreach (EventBase eb in lPendingEvents)
{
lEvents.Add(eb);
}
lPendingEvents.Clear();
}
public static bool isEnuming = false;
public void OnTick()
{
lock (this)
{
if (lEvents.Count == 0)
{
foreach (string sEventName in registedCallbacksPending.Keys)
{
foreach (EventCallback ec in registedCallbacksPending[sEventName])
{
RegistEventListener(sEventName, ec);
}
}
registedCallbacksPending.Clear();
testPendingEvents();
return;
}
isEnuming = true;
foreach (EventBase eb in lEvents)
{
for ( int i = 0;i<registedCallbacks[eb.sEventName].Count;i++)// EventCallback ecb in registedCallbacks[eb.sEventName])
{
EventCallback ecb = registedCallbacks[eb.sEventName];
if (ecb == null)
{
continue;
}
ecb(eb);
}
}
lEvents.Clear();
}
isEnuming = false;
}
}
public class EventBase
{
public object eventValue;
public string sEventName;
public EventBase()
{
sEventName = this.GetType().FullName;
}
public EventBase(string eventName, object ev)
{
eventValue = ev;
sEventName = eventName;
}
}
public class ChatEvent : EventBase
{
public int iChannel;
public string sContent;
public string sName;
public ChatEvent()
{
}
}
使用方法很简单,在随便哪个Monobehaviour脚本里的Update函数里调用
EventDispatcher.Instance().OnTick();就可以了。
需要派发事件时:
EventDispatcher.Instance().DispatchEvent("EventName", eventValue);
eventValue可以是任何类型的数据。
在需要的地方监听事件:
EventDispatcher.Instance().RegistEventListener("EventName",EventCallback );
其中EventCallback是一个参数为EventBase的函数:
void EventCallback(EventBase eb)
{
Debug.Log("EventCallback:" + eb.eventValue.ToString());
}
进阶用法:
细心的同学应该发现了,EventDispatcher类的最下面有个ChatEvent,
public class ChatEvent : EventBase调用
ChatEvent ce = new ChatEvent();
EventDispatcher.Instance().DispatchEvent<ChatEvent>(ce);
在监听函数里:
void chatCallBack(EventBase eb)
{
ChatEvent ce = eb as ChatEvent;
}
这样子,就可以很方便取出自定义的事件中的多个参数了