Unity中使用事件Event基础

说明

  最近打算回头看一下C#基础知识 ,工作一段时间再回头看一下基础,总会有一些新的理解。

事件的组成部分

  1. 事件的拥有者(Source 对象)
  2. 事件成员(Event 成员)
  3. 事件的响应者(Event Subscribe 对象)
  4. 事件的处理器(Event Handle 成员) 本质是一个回调方法
  5. 事件订阅:把事件处理器处理器与事件关联在一起,本质是一种以委托类型为基础的“约定”

事件分为上述五大组成部分,通俗来说就是事件将两个对象通过某种约定建立了联系,两个对象如果想进行响应必须要遵循两者之间的约定。

事件的声明

  • 完整声明
    写法有点和属性的封装相类似
namespace CSharpStudy
{
    class Program
    {
        static void Main(string[] args)
        {
            Console.WriteLine("Hello World!");
        }
    }
    //定一个委托类型
    public delegate void StudyEventHandle();

    class Study {

        private StudyEventHandle studyEventHandle;
        //event关键字修饰
        public event StudyEventHandle StudyEvent {
            add {
                this.studyEventHandle += value;
            }
            remove {
                this.studyEventHandle -= value;
            }
        }
    }
}

易混淆问题

事件的触发一定是事件的拥有者通过某些操作来触发这个事件

为什么要使用event关键字?

  事件只能出现在+=或-=的左边(只能外部订阅,内部调用),这就是为什么完整声明一个委托后,还要再使用event 关键字将委托包装一下。如果不用event修饰,程序也会正常运行,但这会是代码变得不安全。如果没用用event关键字修饰,我们在外部New一个实例,通过这个实例访问到这个委托并可以调用它,这样就使外部既可以为它添加响应方法,也能外部调用它,这显然是不安全的。

  事件的本质是一个委托字段的包装器,这个包装器对委托的字段的访问起限制作用,相当于一个”蒙版“。事件对外部隐藏了委托实例的大部分功能,只暴露出了添加/移除。也就是上段提到的外部订阅,内部调用

事件真的是“以特殊方式声明的委托字段/实例”吗?
  不是, 只是声明的时候“看起来像”,事件的本质是加装在委托字段上的一个“蒙版”,是个起隐蔽作用的包装器,这个用于阻挡非法操作的“蒙版”,绝不是委托字段本身。

为什么要使用委托类型来声明事件?

  • 站在source的角度来看,是为来表明source能对外传递哪些消息
  • 站在subscriber的角度来看,它是一种约定,是为来约束使用什么样的签名方法来处理(响应)事件
  • 委托类型的实例将用于存储(引用)事件处理器

对比属性和事件

  • 属性不是字段–很多时候属性是字段的包装器,这个包装器用来保护字段不被滥用
  • 事件不是委托字段–它是委托字段的包装器,这个包装器用来保护委托字段不被滥用
  • 包装器永远不可能是被包装的东西

例子

例子也是根据网上老师讲的,顾客去饭店点菜,买单的一个情形。简单分析一下,顾客来到一个餐厅说:服务员点菜!此时服务员来了。顾客类就是事件的拥有者,服务员泪是事件的响应者,Waiter中的Action方法是事件的处理器,+=将顾客类和服务员类通过“约定”关联到了一起。

using System;
using System.Threading;
using System.Timers;

namespace CSharp_Event
{
    class Program
    {
        static void Main(string[] args)
        {
            Console.WriteLine("Hello World!");
         
            Customer customer = new Customer();
            Waiter waiter = new Waiter();
            customer.Order += waiter.Action;
            customer.Action();
            customer.PayTheBill();
        }
    }
   //名字和大小
    public class OrderEventArgs : EventArgs {
    	//菜名
        public string DishName { get; set; }
		//大小份
        public string Size { get; set; }
    }

    public delegate void OrderEventHandle(Customer customer,OrderEventArgs e);
    //顾客类
    public class Customer {

        private OrderEventHandle orderEventHandle;
        public event OrderEventHandle Order{

            add {
                this.orderEventHandle += value;
            }
            remove {

                this.orderEventHandle -= value;
            }
        }
		//需要支付的价钱
        public double Bill { get; set; }
		//支付的方法
        public void PayTheBill()
        {
            Console.WriteLine("请支付"+Bill);
        }

        public void WalkIn() {
            
            Console.WriteLine("我进到饭店了");
        }

        public void SitDown() {
            Console.WriteLine("我坐下了");
        }

        public void Tink() {

            for (int i = 0; i < 5; i++)
            {
                Console.WriteLine("think");
                Thread.Sleep(1000);
            }

            if (this.orderEventHandle!=null)
            {
                OrderEventArgs e = new OrderEventArgs();
                e.DishName = "宫保鸡丁";
                e.Size = "large";
                //事件的响应在事件的拥有者中触发
                this.orderEventHandle.Invoke(this, e);
            }
        }

        public void Action()
        {
            Console.ReadLine();

            WalkIn();

            SitDown();

            Tink();
        }
    }
	//服务类
    public class Waiter
    {
        public void Action(Customer customer, OrderEventArgs e)
        {
            Console.WriteLine("我将保存你的点菜:" + e.DishName);
            double price = 10;

            switch(e.Size)
            {
                case "small":
                    price *= 0.5;
                    break;
                case "large":
                    price *= 1.5f;
                    break;
            }
            customer.Bill += price;
        }
    }
}

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fullname="UnityEngine.Rendering.Universal.ScriptableRenderContext" preserve="all"/> <type fullname="UnityEngine.Rendering.Universal.ScriptableRenderer" preserve="all"/> </assembly> </linker> ``` 4. 保存link.xml文件并重新编译Unity项目。 以上代码会告诉Unity保留所需的程序集、类型和成员,而忽略未被引用的类型和成员。注意,这份link.xml文件并不是一份完整的文件,你可以根据实际需求进行添加/删除类型和成员。
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