1.创建单例脚本:SingletonBase
public class SingletonBase<T> where T : new()
{
private static T instance;
// 多线程安全机制
private static readonly object locker = new object();
public static T Instance
{
get
{
if (instance == null)
{
//lock写第一个if里是因为只有该类的实例还没创建时,才需要加锁,这样可以节省性能
lock (locker)
{
if (instance == null)
instance = new T();
}
}
return instance;
}
}
}
2.事件管理器单例脚本:EventManager?
using System.Collections.Generic;
using System;
using System.Diagnostics;
using UnityEngine.Device;
/// <summary>
/// 便于触发事件的扩展类
/// </summary>
public static class EventTriggerExt
{
/// <summary>
/// 触发事件(无参数)
/// </summary>
/// <param name="sender">触发源</param>
/// <param name="eventName">事件名</param>
public static void TriggerEvent(this object sender, string eventName)
{
EventManager.Instance.TriggerEvent(eventName, sender,null);
}
/// <summary>
/// 触发事件(有参数)
/// </summary>
/// <param name="sender">触发源</param>
/// <param name="eventName">事件名</param>
/// <param name="args">事件参数</param>
public static void TriggerEvent(this object sender, string eventName, EventArgs args)
{
EventManager.Instance.TriggerEvent(eventName, sender, args);
}
}
/// <summary>
/// 事件管理器
/// </summary>
public class EventManager : SingletonBase<EventManager>
{
private Dictionary<string, EventHandler> handlerDic = new Dictionary<string, EventHandler>();
/// <summary>
/// 添加一个事件的监听者
/// </summary>
/// <param name="eventName">事件名</param>
/// <param name="handler">事件处理函数</param>
public void AddListener(string eventName, EventHandler handler)
{
if (handlerDic.ContainsKey(eventName))
handlerDic[eventName] += handler;
else
handlerDic.Add(eventName, handler);
}
/// <summary>
/// 移除一个事件的监听者
/// </summary>
/// <param name="eventName">事件名</param>
/// <param name="handler">事件处理函数</param>
public void RemoveListener(string eventName, EventHandler handler)
{
if (handlerDic.ContainsKey(eventName))
handlerDic[eventName] -= handler;
}
/// <summary>
/// 触发事件 无senser
/// </summary>
/// <param name="eventName"></param>
/// <param name="args"></param>
public void TriggerEvent(string eventName, EventArgs args)
{
TriggerEvent(eventName, null, args);
}
/// <summary>
/// 触发事件(有参数)
/// </summary>
/// <param name="eventName">事件名</param>
/// <param name="sender">触发源</param>
/// <param name="args">事件参数</param>
public void TriggerEvent(string eventName, object sender, EventArgs args)
{
if (!Application.isPlaying) {
return;
}
UnityEngine.Debug.Log("TriggerEvent:"+ eventName);
#if UNITY_EDITOR
if (handlerDic.ContainsKey(eventName))
handlerDic[eventName]?.Invoke(sender, args);
#else
try {
if (handlerDic.ContainsKey(eventName))
handlerDic[eventName]?.Invoke(sender, args);
}
catch (Exception e) {
UnityEngine.Debug.LogError(e.Message + "\n" + e.StackTrace);
}
#endif
}
/// <summary>
/// 清空所有事件
/// </summary>
public void Clear()
{
handlerDic.Clear();
}
}
3.事件名称定义脚本:EventName
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class EventName
{
public const string SocketOpen = nameof(SocketOpen);
}
4.事件回调参数脚本:CustomEventArgs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UTNET;
using agora_gaming_rtc;
using UnityEngine.Events;
//将所有的事件参数类统一写在这个脚本
public class LightColorChangeEventArgs : EventArgs
{
public float red;
public float green;
public float blue;
}
5.如何使用:
EventManager.Instance.AddListener(EventName.OnSceneLoaded, (s, e) => { //场景未加载之前,不让玩家操作
enabled = true;
});
EventManager.Instance.AddListener(EventName.ChangeAngle, changeAngle);
this.TriggerEvent(EventName.ChangeAngle, new AngleChangeEventArgs { angleIndex = 3 });