功能就是在热更层里动态添加事件、触发等事件、使用起来也非常简单,代码也不多。
using ETModel;
using System; using UnityEngine;
using UnityEngine.Events; using UnityEngine.EventSystems; using UnityEngine.UI; namespace ETHotfix { [ObjectSystem] public class MonoEventComponentAwakeSystem : AwakeSystem<MonoEventComponent> { public override void Awake(MonoEventComponent self) { self.Awake(); } } public class MonoEventComponent: Component { public static MonoEventComponent Instance; public void Awake() { Instance = this; } public void AddButtonClick(Button obj, Action action) { AddButtonClick(obj, true, action); } /// <summary> /// 添加ButtonClick事件 /// </summary> /// <param name=”obj”>Button组件</param> /// <param name=”IsRemoveAllListeners”>是否清除以前注册的事件</param> /// <param name=”action”>回调函数</param> public void AddButtonClick(Button obj, bool IsRemoveAllListeners, Action action) { if (IsRemoveAllListeners) obj.onClick.RemoveAllListeners(); obj.onClick.Add(action); } /// <summary> /// 添加触发事件 /// </summary> /// <param name=”obj”>GameObject</param> /// <param name=”eventTriggerType”>EventTriggerType</param> /// <param name=”action”>回调函数</param> /// <returns></returns> public EventTrigger AddEventTrigger(GameObject obj, EventTriggerType eventTriggerType, Action<BaseEventData> action) { return AddEventTrigger(obj, eventTriggerType, true, action); } /// <summary> /// 添加触发事件 /// </summary> /// <param name=”obj”>GameObject</param> /// <param name=”eventTriggerType”>EventTriggerType</param> /// <param name=”IsRemoveAllListeners”>添加事件是否清空以前添加的事件</param> /// <param name=”action”>回调函数</param> /// <returns></returns> public EventTrigger AddEventTrigger( GameObject obj, EventTriggerType eventTriggerType, bool IsRemoveAllListeners, Action<BaseEventData> action) { return AddEventTrigger(obj, eventTriggerType, IsRemoveAllListeners, false, action); } /// <summary> /// 添加触发事件 /// </summary> /// <param name=”obj”>GameObject</param> /// <param name=”eventTriggerType”>EventTriggerType</param> /// <param name=”IsRemoveAllListeners”>添加事件是否清空以前添加的事件</param> /// <param name=”IsClearTriggers”>是否清除GameObject上所有触发事件</param> /// <param name=”action”>回调函数</param> /// <returns></returns> public EventTrigger AddEventTrigger( GameObject obj, EventTriggerType eventTriggerType, bool IsRemoveAllListeners, bool IsClearTriggers, Action<BaseEventData> action) { if (obj == null) return null; EventTrigger eventTrigger = obj.GetComponent<EventTrigger>() ?? obj.AddComponent<EventTrigger>(); EventTrigger.Entry entry = new EventTrigger.Entry { eventID = eventTriggerType }; UnityAction<BaseEventData> callback = new UnityAction<BaseEventData>(action); entry.callback.AddListener(callback); if (IsClearTriggers) eventTrigger.triggers.Clear(); eventTrigger.triggers.Add(entry); return eventTrigger; } }
}