Unity框架学习--5 事件中心管理器
作用:访问其它脚本时,不直接访问,而是通过发送一条“命令”,让监听了这条“命令”的脚本自动执行对应的逻辑。
原理:
1、让脚本向事件中心添加事件,监听对应的“命令”。
2、发送“命令”,事件中心就会通知监听了这条“命令”的脚本,让它们自动执行对应的逻辑。
事件中心管理器:添加事件、发送命令
员工类 将方法注册进事件中心管理器
public class Cube : MonoBehaviour
{private void Awake(){EventCenterManager.Instance.AddListener("开工", Write);}public void Write(){transform.position += Vector3.right;Debug.Log("我是策划,我在写策划案");}
}
事件管理中心类
public class EventCenterManager : SingletonPatternBase<EventCenterManager>
{//键表示命令的名字//值表示命令具体要执行的逻辑Dictionary<string, UnityAction> eventsDictionary = new Dictionary<string, UnityAction>();public void AddListener(string key,UnityAction call){if (eventsDictionary.ContainsKey(key)){eventsDictionary[key] += call;}elseeventsDictionary.Add(key, call);}/// <summary>/// 取消监听的命令/// </summary>public void RemoveListener(string key,UnityAction call){if (eventsDictionary.ContainsKey(key)){eventsDictionary[key] -= call;}}//发送命令public void DisPatch(string key){if (eventsDictionary.ContainsKey(key)){eventsDictionary[key]?.Invoke();}}
想要调用方法就直接DIsPatch 命令名 调用
Stopwatch类测试性能
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.Events;/// <summary>
/// Stopwatch类的工具类,用于计算运行一段代码所用的时间
/// </summary>
public class StopwatchUtility
{/// <summary>/// 获取执行一段代码所需要的时间/// </summary>/// <param name="call"></param>/// <returns></returns>public static TimeSpan GetTime(UnityAction call){//声明一个计数器Stopwatch timer = Stopwatch.StartNew();//开启计时器timer.Start();//要测试什么代码就将代码放在这里call?.Invoke();//停止计时器timer.Stop();//返回时间信息return timer.Elapsed;}public void PrintTime(UnityAction call){UnityEngine.Debug.Log(GetTime(call));}
}
里氏替换原则的用法
自己写两个类来包裹两个不同的UnityAction,然后让他们继承自同一接口,就可以实现里氏替换原则
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;public class EventCenterManager : SingletonPatternBase<EventCenterManager>
{//键表示命令的名字//值表示命令具体要执行的逻辑Dictionary<string, IEventInfo> eventsDictionary = new Dictionary<string, IEventInfo>();public void AddListener(object command,UnityAction call){string key = command.GetType().Name + "_" + command.ToString();if (eventsDictionary.ContainsKey(key)){(eventsDictionary[key] as EventInfo).action += call;}elseeventsDictionary.Add(key,new EventInfo(call));}//传递带参数的委托public void AddListener<T>(object command,UnityAction<T> call){string key = command.GetType().Name + "_" + command.ToString() + "_" + typeof(T).Name;if (eventsDictionary.ContainsKey(key)){(eventsDictionary[key] as EventInfo<T>).action += call;}elseeventsDictionary.Add(key, new EventInfo<T>(call));}/// <summary>/// 取消监听的命令/// </summary>public void RemoveListener(object command,UnityAction call){string key = command.GetType().Name + "_" + command.ToString();if (eventsDictionary.ContainsKey(key)){(eventsDictionary[key] as EventInfo).action -= call;}}//取消带有参数的监听事件public void RemoveListener<T>(object command,UnityAction<T> call){string key = command.GetType().Name + "_" + command.ToString() + "_" + typeof(T).Name;if (eventsDictionary.ContainsKey(key)){(eventsDictionary[key] as EventInfo<T>).action -= call;}}//移除一条命令所对应的全部委托public void RemoveListeners(object command){string key = command.GetType().Name + "_" + command.ToString();if (eventsDictionary.ContainsKey(key)){(eventsDictionary[key] as EventInfo).action = null;}}//带有参数的移除一条命令中所有委托public void RemoveListeners<T>(object command){string key = command.GetType().Name + "_" + command.ToString() + "_" + typeof(T).Name;if (eventsDictionary.ContainsKey(key)){(eventsDictionary[key] as EventInfo<T>).action = null;}}//发送命令public void DisPatch(object command){string key = command.GetType().Name + "_" + command.ToString();if (eventsDictionary.ContainsKey(key)){(eventsDictionary[key] as EventInfo).action?.Invoke();}}//给带参数的事件写的重载public void DisPatch<T>(object command,T parameter){string key = command.GetType().Name + "_" + command.ToString() + "_" + typeof(T).Name;if (eventsDictionary.ContainsKey(key)){(eventsDictionary[key] as EventInfo<T>).action?.Invoke(parameter);}}/// <summary>/// 移除所有带或者不带参数的监听事件,切换场景可以考虑使用/// </summary>public void RemoveAllListeners(){eventsDictionary.Clear();}private interface IEventInfo { } //仅用于里氏替换原则private class EventInfo:IEventInfo{public UnityAction action;public EventInfo(UnityAction call){action += call;}}private class EventInfo<T> :IEventInfo{public UnityAction<T> action;public EventInfo(UnityAction<T> call){action += call;}}}
传递多个参数的委托事件:
- 可以写一个信息类来存储多个信息,然后事件中传递这个信息类。这样就还是一个参数
- 或者额外写含有两个参数的方法,写含有三个的,四个的(可行,但是费劲)
- 元组(但是我不知道这个是什么)