265 lines
7.8 KiB
C#
265 lines
7.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Events;
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public interface IEventInfo
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{
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}
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public class EventInfo : IEventInfo
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{
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public UnityAction actions;
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public EventInfo(UnityAction action)
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{
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actions += action;
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}
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}
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public class EventInfo<T> : IEventInfo
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{
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public UnityAction<T> actions;
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public EventInfo(UnityAction<T> action)
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{
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actions += action;
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}
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}
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public class EventInfo<T, D> : IEventInfo
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{
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public UnityAction<T, D> actions;
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public EventInfo(UnityAction<T, D> action)
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{
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actions += action;
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}
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}
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/// <summary>
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/// 事件中心
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/// </summary>
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public class EventCenter
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{
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public EventCenter() { }
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/// <summary>
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/// 存储所有事件 及 关心事件的函数
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/// </summary>
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// private Dictionary<string, IEventInfo> eventDic = new Dictionary<string, IEventInfo>();
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/// <summary>
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/// 存储所有事件 及 关心事件的函数
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/// </summary>
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private Dictionary<Enum_EventType, IEventInfo> eventEnumDic = new Dictionary<Enum_EventType, IEventInfo>();
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/// <summary>
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/// 添加事件监听
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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/// <param name="action">委托函数</param>
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private void AddEventListener<T>(Dictionary<T, IEventInfo> dic, T key, UnityAction action)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo).actions += action;
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else
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dic.Add(key, new EventInfo(action));
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}
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/// <summary>
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///添加事件监听
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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/// <param name="action">委托函数</param>
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private void AddEventListener<T, U>(Dictionary<T, IEventInfo> dic, T key, UnityAction<U> action)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo<U>).actions += action;
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else
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dic.Add(key, new EventInfo<U>(action));
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}
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/// <summary>
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/// 添加事件监听
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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/// <param name="action">委托函数</param>
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private void AddEventListener<T, U, V>(Dictionary<T, IEventInfo> dic, T key, UnityAction<U, V> action)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo<U, V>).actions += action;
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else
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dic.Add(key, new EventInfo<U, V>(action));
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}
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/// <summary>
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/// 移除事件监听
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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/// <param name="action">委托函数</param>
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private void RemoveEventListener<T>(Dictionary<T, IEventInfo> dic, T key, UnityAction action)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo).actions -= action;
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}
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/// <summary>
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/// 移除事件监听
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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/// <param name="action">委托函数</param>
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private void RemoveEventListener<T, U>(Dictionary<T, IEventInfo> dic, T key, UnityAction<U> action)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo<U>).actions -= action;
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}
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/// <summary>
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/// 移除事件监听
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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/// <param name="action">委托函数</param>
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private void RemoveEventListener<T, U, V>(Dictionary<T, IEventInfo> dic, T key, UnityAction<U, V> action)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo<U, V>).actions -= action;
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}
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/// <summary>
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/// 触发事件
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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private void EventTrigger<T>(Dictionary<T, IEventInfo> dic, T key)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo).actions?.Invoke();
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}
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/// <summary>
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/// 触发事件
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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private void EventTrigger<T, U>(Dictionary<T, IEventInfo> dic, T key, U info)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo<U>).actions?.Invoke(info);
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}
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/// <summary>
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/// 触发事件
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/// </summary>
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/// <param name="dic">事件字典</param>
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/// <param name="key">事件名称</param>
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private void EventTrigger<T, U, V>(Dictionary<T, IEventInfo> dic, T key, U info, V info2)
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{
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if (dic.ContainsKey(key))
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(dic[key] as EventInfo<U, V>).actions?.Invoke(info, info2);
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}
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/// <summary>
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/// 添加无参事件监听
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/// </summary>
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/// <param name="eventType"></param>
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/// <param name="action"></param>
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public void AddEventListener(Enum_EventType eventType, UnityAction action)
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{
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AddEventListener(eventEnumDic, eventType, action);
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}
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/// <summary>
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///添加有参事件监听
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="eventType"></param>
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/// <param name="action"></param>
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public void AddEventListener<T>(Enum_EventType eventType, UnityAction<T> action)
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{
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AddEventListener(eventEnumDic, eventType, action);
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}
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/// <summary>
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/// 添加多个参数事件监听
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <typeparam name="D"></typeparam>
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/// <param name="eventType"></param>
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/// <param name="action"></param>
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public void AddEventListener<T, D>(Enum_EventType eventType, UnityAction<T, D> action)
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{
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AddEventListener(eventEnumDic, eventType, action);
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}
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/// <summary>
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/// 移除无参事件监听
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/// </summary>
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/// <param name="eventType"></param>
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/// <param name="action"></param>
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public void RemoveEventListener(Enum_EventType eventType, UnityAction action)
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{
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RemoveEventListener(eventEnumDic, eventType, action);
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}
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/// <summary>
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/// 移除有参事件监听
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="eventType"></param>
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/// <param name="action"></param>
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public void RemoveEventListener<T>(Enum_EventType eventType, UnityAction<T> action)
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{
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RemoveEventListener(eventEnumDic, eventType, action);
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}
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/// <summary>
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/// 移除多个参数事件监听
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <typeparam name="D"></typeparam>
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/// <param name="eventType"></param>
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/// <param name="action"></param>
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public void RemoveEventListener<T, D>(Enum_EventType eventType, UnityAction<T, D> action)
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{
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RemoveEventListener(eventEnumDic, eventType, action);
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}
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/// <summary>
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/// 触发无参事件
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/// </summary>
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/// <param name="eventType"></param>
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public void EventTrigger(Enum_EventType eventType)
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{
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EventTrigger(eventEnumDic, eventType);
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}
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/// <summary>
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/// 触发有参事件
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="eventType"></param>
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/// <param name="info"></param>
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public void EventTrigger<T>(Enum_EventType eventType, T info)
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{
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EventTrigger(eventEnumDic, eventType, info);
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}
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/// <summary>
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/// 触发多个参数事件
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <typeparam name="D"></typeparam>
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/// <param name="eventType"></param>
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/// <param name="info"></param>
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/// <param name="info2"></param>
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public void EventTrigger<T, D>(Enum_EventType eventType, T info, D info2)
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{
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EventTrigger(eventEnumDic, eventType, info, info2);
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}
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/// <summary>
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/// 清楚所有事件
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/// </summary>
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public void ClearAllEvent()
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{
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eventEnumDic.Clear();
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}
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}
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