EventCenter.
好好学习下,代码精简。。。
这个是我自己在用的,可以单独对某个物体进行操作 减少GetComponent
using UnityEngine;
using System;
using System.Collections.Generic;
namespace System
{
/// <summary>封装一个方法,该方法具有N个参数并且不返回值。</summary>
/// <param mName="arg1">此委托封装的方法的第一个参数。</param>
/// <typeparam mName="T1">此委托封装的方法的第一个参数类型。</typeparam>
public delegate void Action<T1, T2, T3, T4, T5, T6, T7, T8>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, T8 arg8);
public delegate void Action<T1, T2, T3, T4, T5, T6, T7>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7);
public delegate void Action<T1, T2, T3, T4, T5, T6>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6);
public delegate void Action<T1, T2, T3, T4, T5>(T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5);
}
namespace GameDevUtility
{
public class EventManager : MonoBehaviour
{
//声明存放全局事件的字典
private static Dictionary<string, Delegate> s_GlobalEventTable = new Dictionary<string, Delegate>();
//声明存放在单个游戏对象上被调用的局部事件的字典
private static Dictionary<GameObject, Dictionary<string, Delegate>> s_EventTable = new Dictionary<GameObject, Dictionary<string, Delegate>>();
#region //全局事件的登录函数
public static void RegisterEvent(string eventName, Action handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
public static void RegisterEvent<T>(string eventName, Action<T> handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2>(string eventName, Action<T1, T2> handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3>(string eventName, Action<T1, T2, T3> handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4>(string eventName, Action<T1, T2, T3, T4> handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4, T5>(string eventName, Action<T1, T2, T3, T4, T5> handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4, T5, T6>(string eventName, Action<T1, T2, T3, T4, T5, T6> handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4, T5, T6, T7>(string eventName, Action<T1, T2, T3, T4, T5, T6, T7> handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4, T5, T6, T7, T8>(string eventName, Action<T1, T2, T3, T4, T5, T6, T7, T8> handler)
{
RegisterEvent(eventName, (Delegate)handler);
}
private static void RegisterEvent(string eventName, Delegate handler)
{
Delegate prevHandler;
if (s_GlobalEventTable.TryGetValue(eventName, out prevHandler)) //如果要存入字典的键名称跟已经在字典里面的键名重复了
{
s_GlobalEventTable[eventName] = Delegate.Combine(prevHandler, handler);
//将已有的键名对应的委托和要新存入的委托合并,存回已有建名对应的位置
}
else //如果字典中不存在以eventName为键名称的键值对,就以eventName为键名称创建新的键值对
{
s_GlobalEventTable.Add(eventName, handler);
}
}
#endregion
#region //局部事件的登录函数
public static void RegisterEvent(GameObject obj, string eventName, Action handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
public static void RegisterEvent<T>(GameObject obj, string eventName, Action<T> handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2>(GameObject obj, string eventName, Action<T1, T2> handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3>(GameObject obj, string eventName, Action<T1, T2, T3> handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4>(GameObject obj, string eventName, Action<T1, T2, T3, T4> handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4, T5>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5> handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4, T5, T6>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6> handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4, T5, T6, T7>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6, T7> handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
public static void RegisterEvent<T1, T2, T3, T4, T5, T6, T7, T8>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6, T7, T8> handler)
{
RegisterEvent(obj, eventName, (Delegate)handler);
}
private static void RegisterEvent(GameObject obj, string eventName, Delegate handler)
{
//在局部事件字典中查找以obj游戏对象为键的字典
Dictionary<string, Delegate> handlers;
//如果在局部事件字典中找不到以obj游戏对象为键的字典,说明这是obj游戏对象的第一次事件登录
if (!s_EventTable.TryGetValue(obj, out handlers))
{
//在局部字典中添加以obj为键,一个空白字典为值的键值对
handlers = new Dictionary<string, Delegate>();
s_EventTable.Add(obj, handlers);
}
//在记录obj游戏对象的局部事件的字典中查找以eventName为键的委托
Delegate prevHandlers;
//如果在局部事件字典中已经存在以eventName为键的委托
if (handlers.TryGetValue(eventName, out prevHandlers))
{
//就将已有的键名对应的委托和要新存入的委托合并,存回已有建名对应的位置
handlers[eventName] = Delegate.Combine(prevHandlers, handler);
}
else
{
//否则,说明这是eventName的第一次事件登录,那么就以eventName为键名称创建新的键值对
handlers.Add(eventName, handler);
}
}
#endregion
#region //全局事件的调用函数
public static void ExecuteEvent(string eventName)
{
Action handler;
handler = s_GlobalEventTable[eventName] as Action;
handler();
}
public static void ExecuteEvent<T>(string eventName, T arg1)
{
Action<T> handler;
handler = s_GlobalEventTable[eventName] as Action<T>;
if (handler != null)
{
handler(arg1);
}
}
public static void ExecuteEvent<T1, T2>(string eventName, T1 arg1, T2 arg2)
{
Action<T1, T2> handler;
handler = s_GlobalEventTable[eventName] as Action<T1, T2>;
if (handler != null)
{
handler(arg1, arg2);
}
}
public static void ExecuteEvent<T1, T2, T3>(string eventName, T1 arg1, T2 arg2, T3 arg3)
{
Action<T1, T2, T3> handler;
handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3>;
if (handler != null)
{
handler(arg1, arg2, arg3);
}
}
public static void ExecuteEvent<T1, T2, T3, T4>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4)
{
Action<T1, T2, T3, T4> handler;
handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4);
}
}
public static void ExecuteEvent<T1, T2, T3, T4, T5>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5)
{
Action<T1, T2, T3, T4, T5> handler;
handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4, T5>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4, arg5);
}
}
public static void ExecuteEvent<T1, T2, T3, T4, T5, T6>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6)
{
Action<T1, T2, T3, T4, T5, T6> handler;
handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4, T5, T6>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4, arg5, arg6);
}
}
public static void ExecuteEvent<T1, T2, T3, T4, T5, T6, T7>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
{
Action<T1, T2, T3, T4, T5, T6, T7> handler;
handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4, T5, T6, T7>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7);
}
}
public static void ExecuteEvent<T1, T2, T3, T4, T5, T6, T7, T8>(string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, T8 arg8)
{
Action<T1, T2, T3, T4, T5, T6, T7, T8> handler;
handler = s_GlobalEventTable[eventName] as Action<T1, T2, T3, T4, T5, T6, T7, T8>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8);
}
}
#endregion
#region //局部事件的调用函数
public static void ExecuteEvent(GameObject obj, string eventName)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action handler;
handler = handlers[eventName] as Action;
if (handler != null)
{
handler();
}
}
}
public static void ExecuteEvent<T>(GameObject obj, string eventName, T arg1)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action<T> handler;
handler = handlers[eventName] as Action<T>;
if (handler != null)
{
handler(arg1);
}
}
}
public static void ExecuteEvent<T1, T2>(GameObject obj, string eventName, T1 arg1, T2 arg2)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action<T1, T2> handler;
handler = handlers[eventName] as Action<T1, T2>;
if (handler != null)
{
handler(arg1, arg2);
}
}
}
public static void ExecuteEvent<T1, T2, T3>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action<T1, T2, T3> handler;
handler = handlers[eventName] as Action<T1, T2, T3>;
if (handler != null)
{
handler(arg1, arg2, arg3);
}
}
}
public static void ExecuteEvent<T1, T2, T3, T4>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action<T1, T2, T3, T4> handler;
handler = handlers[eventName] as Action<T1, T2, T3, T4>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4);
}
}
}
public static void ExecuteEvent<T1, T2, T3, T4, T5>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action<T1, T2, T3, T4, T5> handler;
handler = handlers[eventName] as Action<T1, T2, T3, T4, T5>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4, arg5);
}
}
}
public static void ExecuteEvent<T1, T2, T3, T4, T5, T6>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action<T1, T2, T3, T4, T5, T6> handler;
handler = handlers[eventName] as Action<T1, T2, T3, T4, T5, T6>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4, arg5, arg6);
}
}
}
public static void ExecuteEvent<T1, T2, T3, T4, T5, T6, T7>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action<T1, T2, T3, T4, T5, T6, T7> handler;
handler = handlers[eventName] as Action<T1, T2, T3, T4, T5, T6, T7>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7);
}
}
}
public static void ExecuteEvent<T1, T2, T3, T4, T5, T6, T7, T8>(GameObject obj, string eventName, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, T8 arg8)
{
Dictionary<string, Delegate> handlers;
handlers = s_EventTable[obj];
if (handlers != null)
{
Action<T1, T2, T3, T4, T5, T6, T7, T8> handler;
handler = handlers[eventName] as Action<T1, T2, T3, T4, T5, T6, T7, T8>;
if (handler != null)
{
handler(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8);
}
}
}
#endregion
#region //取消全局事件订阅的函数
private static void UnregisterEvent(string eventName, Delegate handler)
{
Delegate prevHandlers;
if (s_GlobalEventTable.TryGetValue(eventName, out prevHandlers))
{
s_GlobalEventTable[eventName] = Delegate.Remove(prevHandlers, handler);
}
}
public static void UnregisterEvent(string eventName, Action handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
public static void UnregisterEvent<T>(string eventName, Action<T> handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2>(string eventName, Action<T1, T2> handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3>(string eventName, Action<T1, T2, T3> handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4>(string eventName, Action<T1, T2, T3, T4> handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4, T5>(string eventName, Action<T1, T2, T3, T4, T5> handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4, T5, T6>(string eventName, Action<T1, T2, T3, T4, T5, T6> handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4, T5, T6, T7>(string eventName, Action<T1, T2, T3, T4, T5, T6, T7> handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4, T5, T6, T7, T8>(string eventName, Action<T1, T2, T3, T4, T5, T6, T7, T8> handler)
{
UnregisterEvent(eventName, (Delegate)handler);
}
#endregion
#region //取消局部事件订阅的函数
private static void UnregisterEvent(GameObject obj, string eventName, Delegate handler)
{
Dictionary<string, Delegate> handlers;
if (s_EventTable.TryGetValue(obj, out handlers))
{
Delegate prevHandlers;
if (handlers.TryGetValue(eventName, out prevHandlers))
{
handlers[eventName] = Delegate.Remove(prevHandlers, handler);
}
}
}
public static void UnregisterEvent(GameObject obj, string eventName, Action handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
public static void UnregisterEvent<T>(GameObject obj, string eventName, Action<T> handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2>(GameObject obj, string eventName, Action<T1, T2> handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3>(GameObject obj, string eventName, Action<T1, T2, T3> handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4>(GameObject obj, string eventName, Action<T1, T2, T3, T4> handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4, T5>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5> handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4, T5, T6>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6> handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4, T5, T6, T7>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6, T7> handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
public static void UnregisterEvent<T1, T2, T3, T4, T5, T6, T7, T8>(GameObject obj, string eventName, Action<T1, T2, T3, T4, T5, T6, T7, T8> handler)
{
UnregisterEvent(obj, eventName, (Delegate)handler);
}
}
#endregion
}
核心是委托