最近在学习一位博主写的关于消息解耦的代码操作,以下是我关于那篇博客做的学习笔记——
消息解耦
重写了关于消息发送机制方面的代码,其中建立主消息队列、回调队列、延迟消息队列,建立消息之间的订阅机制,代码具体如下:
namespace SLQJ
{
/// <summary>
/// 消息分发,解耦
/// </summary>
public class NotificationManager
{
public static NotificationManager Instance { get { return SingletonProvider<NotificationManager>.Instance; } }
public delegate void MsgCallback(MessageObject eb);
/// <summary>
/// 回调队列
/// </summary>
private Dictionary<string, List<MsgCallback>> registedCallbacks = new Dictionary<string, List<MsgCallback>>();
/// <summary>
/// 延迟消息队列
/// </summary>
private readonly List<MessageObject> delayedNotifyMsgs = new List<MessageObject>();
/// <summary>
/// 主消息队列
/// </summary>
private readonly List<MessageObject> realCallbacks = new List<MessageObject>();
private static bool isInCalling = false;
public void Init()
{
}
public void Update()
{
lock (this)
{
if (realCallbacks.Count == 0)
{
//主消息隊列處理完時,加入延時消息到主消息列表
foreach (MessageObject eb in delayedNotifyMsgs)
{
realCallbacks.Add(eb);
}
delayedNotifyMsgs.Clear();
return;
}
//調用主消息處理隊列
isInCalling = true;
foreach (MessageObject eb in realCallbacks)
{
if (registedCallbacks.ContainsKey(eb.MsgName))
{
for (int i = 0; i < registedCallbacks[eb.MsgName].Count; i++)
{
MsgCallback ecb = registedCallbacks[eb.MsgName][i];
if (ecb == null)
{
continue;
}
#if UNITY_EDITOR
ecb(eb);
#else
try
{
ecb(eb);
}
catch (Exception e)
{
Debug.LogError("CallbackError:" + eb.MsgName + " : " + e.ToString());
}
#endif
}
}
else
{
Debug.Log("MSG_ALREADY_DELETED:" + eb.MsgName);
}
}
realCallbacks.Clear();
}
isInCalling = false;
}
public void Reset()
{
Dictionary<string, List<MsgCallback>> systemMsg = new Dictionary<string, List<MsgCallback>>();
foreach (KeyValuePair<string, List<MsgCallback>> item in this.registedCallbacks)
{
if (item.Key.StartsWith("_"))
{
systemMsg.Add(item.Key, item.Value);
}
}
this.registedCallbacks = systemMsg;
}
public void Destroy()
{
Reset();
}
/// <summary>
/// 订阅消息
/// </summary>
/// <param name="msgName"></param>
/// <param name="msgCallback"></param>
public void Subscribe(string msgName, MsgCallback msgCallback)
{
lock (this)
{
if (!registedCallbacks.ContainsKey(msgName))
{
registedCallbacks.Add(msgName, new List<MsgCallback>());
}
{
//防止重复订阅消息回调
List<MsgCallback> list = registedCallbacks[msgName];
for (int i = 0; i < list.Count; i++)
{
if (list[i].Equals(msgCallback))
{
return;
}
}
list.Add(msgCallback);
}
}
}
/// <summary>
/// 取消订阅
/// </summary>
/// <param name="msgName"></param>
/// <param name="msgCallback"></param>
public void UnSubscribe(string msgName, MsgCallback msgCallback)
{
lock (this)
{
if (!registedCallbacks.ContainsKey(msgName))
{
return;
}
//Debug.Log(msgName + ":-s-" + registedCallbacks[msgName].Count);
registedCallbacks[msgName].Remove(msgCallback);
//Debug.Log(msgName + ":-e-" + registedCallbacks[msgName].Count);
}
}
public void PrintMsg()
{
string content = "";
foreach (KeyValuePair<string, List<MsgCallback>> registedCallback in registedCallbacks)
{
int total = registedCallback.Value.Count;
if (total > 0)
{
content += registedCallback.Key + ":" + total + "\n";
for (int i = 0; i < total; i++)
{
content += "\t" + registedCallback.Value[i].Method.Name + "--" + registedCallback.Value[i].Target + "\n";
}
}
}
}
/// <summary>
/// 派发消息
/// </summary>
/// <param name="MsgName"></param>
/// <param name="MsgParam"></param>
public void Notify(string MsgName, params object[] MsgParam)
{
object msgValueParam = null;
if (MsgParam != null)
{
if (MsgParam.Length == 1)
{
msgValueParam = MsgParam[0];
}
else
{
msgValueParam = MsgParam;
}
}
lock (this)
{
if (!registedCallbacks.ContainsKey(MsgName))
{
return;
}
if (isInCalling)
{
delayedNotifyMsgs.Add(new MessageObject(MsgName, msgValueParam));
}
else
{
realCallbacks.Add(new MessageObject(MsgName, msgValueParam));
}
}
}
}
public class MessageObject
{
public object MsgValue;
public string MsgName;
public MessageObject()
{
MsgName = this.GetType().FullName;
}
public MessageObject(string msgName, object ev)
{
MsgValue = ev;
MsgName = msgName;
}
}
}
在Unity中要启动这个消息发送机制,需要用以下代码进行启动:
public class main : MonoBehaviour {
// Use this for initialization
void Awake ()
{
NotificationManager.Instance.Init();
}
// Update is called once per frame
void Update ()
{
NotificationManager.Instance.Update();
}
}
注意:需要在每一帧都要调用一次
在手柄按键事件触发中的应用
其实,就是在代码中加入了一个消息订阅机制,当收到一个消息的时候,就通知全部的方法的消息物体,与收到的消息进行比对,找到符合条件的某个消息,接着执行它的方法,其他的方法都不用进行响应。
/// <summary>
/// 可以自定義添加事件,然後實現消息的傳遞。
/// </summary>
// 實現手柄的案件事件功能
public class ViveEvent : MonoBehaviour
{
void Start()
{
var trackedController = GetComponent<SteamVR_TrackedController>();
if (trackedController == null)
{
trackedController = gameObject.AddComponent<SteamVR_TrackedController>();
}
trackedController.TriggerClicked += new ClickedEventHandler(OnTriggerClicked);
trackedController.TriggerPressDown += new ClickedEventHandler(OnTriggerPressDn);
trackedController.TriggerUnclicked += new ClickedEventHandler(OnTriggerUnclicked);
trackedController.PadClicked += new ClickedEventHandler(OnPadClicked);
trackedController.PadUnclicked += new ClickedEventHandler(OnPadUnclicked);
}
void OnTriggerClicked(object sender, ClickedEventArgs e)
{
Debug.Log(e.controllerIndex + "trigger clicked");
// 开火
NotificationManager.Instance.Notify(NotificationType.Gun_Fire.ToString());
}
void OnTriggerPressDn(object sender, ClickedEventArgs e)
{
Debug.Log(e.controllerIndex + "trigger press down");
//
NotificationManager.Instance.Notify(NotificationType.Gathering_Stength.ToString());
}
void OnTriggerUnclicked(object sender, ClickedEventArgs e)
{
Debug.Log(e.controllerIndex + "trigger unclicked");
NotificationManager.Instance.Notify(NotificationType.Gun_KeyUp.ToString());
}
void OnPadClicked(object sender, ClickedEventArgs e)
{
// 扔雷
NotificationManager.Instance.Notify(NotificationType.Throw_Bomb.ToString());
Debug.Log(e.controllerIndex + "pad clicked");
}
void OnPadUnclicked(object sender, ClickedEventArgs e)
{
Debug.Log(e.controllerIndex + "padd un clicked");
}
}
主要写了按键Trigger 按下,按住和弹起和Pad的按下和弹起事件。
然后是触发事件的接受,这里就体现了解耦事件的好处。这里真的不止于使用在vive按键处理这里。
public class ControlButtonAns : MonoBehaviour
{
// Use this for initialization
void Start()
{
NotificationManager.Instance.Subscribe(NotificationType.Gun_Fire.ToString(), GunFire);
NotificationManager.Instance.Subscribe(NotificationType.Gathering_Stength.ToString(), GatheringStength);
NotificationManager.Instance.Subscribe(NotificationType.Throw_Bomb.ToString(), ThrowBomb);
NotificationManager.Instance.Subscribe(NotificationType.Gun_KeyUp.ToString(), GunKeyUp);
}
void GunFire(MessageObject obj)
{
Debug.Log("response gun fire , trigger button click");
}
void GatheringStength(MessageObject obj)
{
Debug.Log("response gathering stength, trigger button hold");
}
void GunKeyUp(MessageObject obj)
{
Debug.Log("response key up, trigger button unclicked");
}
void ThrowBomb(MessageObject obj)
{
Debug.Log("response throw bomb , pad button click");
}
}
代码编写完了以后,在组件上进行添加,如图所示——
这样就可以成功了。
结果如下——