Unity消息简易框架 Advanced C# messenger
Unity C# 消息机制
【转载 雨凇MOMO博客】 https://www.xuanyusong.com/archives/2165
Tips
在寻找Unity下好用的消息事件框架的时候无意中发现该框架,十分简易,但又用起来特别方便。公司VR游戏中试了下,真滴方便。也不造轮子了,直接转载雨凇大佬的博客,就当是Mark一下,方便以后学习。
正文
Advanced CSharp Messenger 属于C#事件的一种。 维基百科中由详细的说明http://wiki.unity3d.com/index.php?title=Advanced_CSharp_Messenger 上周的一天刚巧有朋友问到我这一块的知识,那么我研究出来将它贴在博客中,帮助了他也帮助我自己!哇咔咔。
Advanced CSharp Messenger的特点可以将游戏对象做为参数发送。到底Advanced CSharp Messenger有什么用呢?先创建一个立方体对象,然后把Script脚本绑定在这个对象中。脚本中有一个方法叫DoSomething()。写一段简单的代码,通常我们在调用方法的时候需要这样来写。
- private Script script;
- void Awake()
- {
- GameObject cube = GameObject.Find("Cube");
- script = cube.GetComponent<Script>();
- }
-
- void Update()
- {
- if(Input.GetMouseButtonDown(0))
- {
- script.DoSomething();
- }
- }
-
代码比较简单,我就不注释了。 原理就是先获取游戏对象,接着获取脚本组件对象,最后通过脚本组件对象去调用对应脚本中的方法,这样的调用方法我们称之为直接调用。
这个例子中我只调用了一个对象的方法,如果说有成千上万个对象,那么这样调用是不是感觉自己的代码非常的丑?因为你需要一个一个的获取对象然后获取脚本组件然后在调用方法。。。。。 (想想都恐怖!!)
下面我们在用Advanced CSharp Messenger来实现事件的调用。按照维基百科中首先把Message.cs 和Callback.cs拷贝在你的工程中。
CallBack.cs
- public delegate void Callback();
- public delegate void Callback<T>(T arg1);
- public delegate void Callback<T, U>(T arg1, U arg2);
- public delegate void Callback<T, U, V>(T arg1, U arg2, V arg3);
Message.cs
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- #define REQUIRE_LISTENER
-
- using System;
- using System.Collections.Generic;
- using UnityEngine;
-
- static internal class Messenger {
- #region Internal variables
-
-
- #pragma warning disable 0414
-
- static private MessengerHelper messengerHelper = ( new GameObject("MessengerHelper") ).AddComponent< MessengerHelper >();
- #pragma warning restore 0414
-
- static public Dictionary<string, Delegate> eventTable = new Dictionary<string, Delegate>();
-
-
- static public List< string > permanentMessages = new List< string > ();
- #endregion
- #region Helper methods
-
- static public void MarkAsPermanent(string eventType) {
- #if LOG_ALL_MESSAGES
- Debug.Log("Messenger MarkAsPermanent \t\"" + eventType + "\"");
- #endif
-
- permanentMessages.Add( eventType );
- }
-
- static public void Cleanup()
- {
- #if LOG_ALL_MESSAGES
- Debug.Log("MESSENGER Cleanup. Make sure that none of necessary listeners are removed.");
- #endif
-
- List< string > messagesToRemove = new List<string>();
-
- foreach (KeyValuePair<string, Delegate> pair in eventTable) {
- bool wasFound = false;
-
- foreach (string message in permanentMessages) {
- if (pair.Key == message) {
- wasFound = true;
- break;
- }
- }
-
- if (!wasFound)
- messagesToRemove.Add( pair.Key );
- }
-
- foreach (string message in messagesToRemove) {
- eventTable.Remove( message );
- }
- }
-
- static public void PrintEventTable()
- {
- Debug.Log("\t\t\t=== MESSENGER PrintEventTable ===");
-
- foreach (KeyValuePair<string, Delegate> pair in eventTable) {
- Debug.Log("\t\t\t" + pair.Key + "\t\t" + pair.Value);
- }
-
- Debug.Log("\n");
- }
- #endregion
-
- #region Message logging and exception throwing
- static public void OnListenerAdding(string eventType, Delegate listenerBeingAdded) {
- #if LOG_ALL_MESSAGES || LOG_ADD_LISTENER
- Debug.Log("MESSENGER OnListenerAdding \t\"" + eventType + "\"\t{" + listenerBeingAdded.Target + " -> " + listenerBeingAdded.Method + "}");
- #endif
-
- if (!eventTable.ContainsKey(eventType)) {
- eventTable.Add(eventType, null );
- }
-
- Delegate d = eventTable[eventType];
- if (d != null && d.GetType() != listenerBeingAdded.GetType()) {
- throw new ListenerException(string.Format("Attempting to add listener with inconsistent signature for event type {0}. Current listeners have type {1} and listener being added has type {2}", eventType, d.GetType().Name, listenerBeingAdded.GetType().Name));
- }
- }
-
- static public void OnListenerRemoving(string eventType, Delegate listenerBeingRemoved) {
- #if LOG_ALL_MESSAGES
- Debug.Log("MESSENGER OnListenerRemoving \t\"" + eventType + "\"\t{" + listenerBeingRemoved.Target + " -> " + listenerBeingRemoved.Method + "}");
- #endif
-
- if (eventTable.ContainsKey(eventType)) {
- Delegate d = eventTable[eventType];
-
- if (d == null) {
- throw new ListenerException(string.Format("Attempting to remove listener with for event type \"{0}\" but current listener is null.", eventType));
- } else if (d.GetType() != listenerBeingRemoved.GetType()) {
- throw new ListenerException(string.Format("Attempting to remove listener with inconsistent signature for event type {0}. Current listeners have type {1} and listener being removed has type {2}", eventType, d.GetType().Name, listenerBeingRemoved.GetType().Name));
- }
- } else {
- throw new ListenerException(string.Format("Attempting to remove listener for type \"{0}\" but Messenger doesn‘t know about this event type.", eventType));
- }
- }
-
- static public void OnListenerRemoved(string eventType) {
- if (eventTable[eventType] == null) {
- eventTable.Remove(eventType);
- }
- }
-
- static public void OnBroadcasting(string eventType) {
- #if REQUIRE_LISTENER
- if (!eventTable.ContainsKey(eventType)) {
- throw new BroadcastException(string.Format("Broadcasting message \"{0}\" but no listener found. Try marking the message with Messenger.MarkAsPermanent.", eventType));
- }
- #endif
- }
-
- static public BroadcastException CreateBroadcastSignatureException(string eventType) {
- return new BroadcastException(string.Format("Broadcasting message \"{0}\" but listeners have a different signature than the broadcaster.", eventType));
- }
-
- public class BroadcastException : Exception {
- public BroadcastException(string msg)
- : base(msg) {
- }
- }
-
- public class ListenerException : Exception {
- public ListenerException(string msg)
- : base(msg) {
- }
- }
- #endregion
-
- #region AddListener
-
- static public void AddListener(string eventType, Callback handler) {
- OnListenerAdding(eventType, handler);
- eventTable[eventType] = (Callback)eventTable[eventType] + handler;
- }
-
-
- static public void AddListener<T>(string eventType, Callback<T> handler) {
- OnListenerAdding(eventType, handler);
- eventTable[eventType] = (Callback<T>)eventTable[eventType] + handler;
- }
-
-
- static public void AddListener<T, U>(string eventType, Callback<T, U> handler) {
- OnListenerAdding(eventType, handler);
- eventTable[eventType] = (Callback<T, U>)eventTable[eventType] + handler;
- }
-
-
- static public void AddListener<T, U, V>(string eventType, Callback<T, U, V> handler) {
- OnListenerAdding(eventType, handler);
- eventTable[eventType] = (Callback<T, U, V>)eventTable[eventType] + handler;
- }
- #endregion
-
- #region RemoveListener
-
- static public void RemoveListener(string eventType, Callback handler) {
- OnListenerRemoving(eventType, handler);
- eventTable[eventType] = (Callback)eventTable[eventType] - handler;
- OnListenerRemoved(eventType);
- }
-
-
- static public void RemoveListener<T>(string eventType, Callback<T> handler) {
- OnListenerRemoving(eventType, handler);
- eventTable[eventType] = (Callback<T>)eventTable[eventType] - handler;
- OnListenerRemoved(eventType);
- }
-
-
- static public void RemoveListener<T, U>(string eventType, Callback<T, U> handler) {
- OnListenerRemoving(eventType, handler);
- eventTable[eventType] = (Callback<T, U>)eventTable[eventType] - handler;
- OnListenerRemoved(eventType);
- }
-
-
- static public void RemoveListener<T, U, V>(string eventType, Callback<T, U, V> handler) {
- OnListenerRemoving(eventType, handler);
- eventTable[eventType] = (Callback<T, U, V>)eventTable[eventType] - handler;
- OnListenerRemoved(eventType);
- }
- #endregion
-
- #region Broadcast
-
- static public void Broadcast(string eventType) {
- #if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE
- Debug.Log("MESSENGER\t" + System.DateTime.Now.ToString("hh:mm:ss.fff") + "\t\t\tInvoking \t\"" + eventType + "\"");
- #endif
- OnBroadcasting(eventType);
-
- Delegate d;
- if (eventTable.TryGetValue(eventType, out d)) {
- Callback callback = d as Callback;
-
- if (callback != null) {
- callback();
- } else {
- throw CreateBroadcastSignatureException(eventType);
- }
- }
- }
-
-
- static public void Broadcast<T>(string eventType, T arg1) {
- #if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE
- Debug.Log("MESSENGER\t" + System.DateTime.Now.ToString("hh:mm:ss.fff") + "\t\t\tInvoking \t\"" + eventType + "\"");
- #endif
- OnBroadcasting(eventType);
-
- Delegate d;
- if (eventTable.TryGetValue(eventType, out d)) {
- Callback<T> callback = d as Callback<T>;
-
- if (callback != null) {
- callback(arg1);
- } else {
- throw CreateBroadcastSignatureException(eventType);
- }
- }
- }
-
-
- static public void Broadcast<T, U>(string eventType, T arg1, U arg2) {
- #if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE
- Debug.Log("MESSENGER\t" + System.DateTime.Now.ToString("hh:mm:ss.fff") + "\t\t\tInvoking \t\"" + eventType + "\"");
- #endif
- OnBroadcasting(eventType);
-
- Delegate d;
- if (eventTable.TryGetValue(eventType, out d)) {
- Callback<T, U> callback = d as Callback<T, U>;
-
- if (callback != null) {
- callback(arg1, arg2);
- } else {
- throw CreateBroadcastSignatureException(eventType);
- }
- }
- }
-
-
- static public void Broadcast<T, U, V>(string eventType, T arg1, U arg2, V arg3) {
- #if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE
- Debug.Log("MESSENGER\t" + System.DateTime.Now.ToString("hh:mm:ss.fff") + "\t\t\tInvoking \t\"" + eventType + "\"");
- #endif
- OnBroadcasting(eventType);
-
- Delegate d;
- if (eventTable.TryGetValue(eventType, out d)) {
- Callback<T, U, V> callback = d as Callback<T, U, V>;
-
- if (callback != null) {
- callback(arg1, arg2, arg3);
- } else {
- throw CreateBroadcastSignatureException(eventType);
- }
- }
- }
- #endregion
- }
-
-
- public sealed class MessengerHelper : MonoBehaviour {
- void Awake ()
- {
- DontDestroyOnLoad(gameObject);
- }
-
-
- public void OnDisable() {
- Messenger.Cleanup();
- }
- }
然后就可以开始使用了,Messager.Broadcast()这样就好比我们发送了一条广播。
- void Update()
- {
- if(Input.GetMouseButtonDown(0))
- {
- Messenger.Broadcast("Send");
- }
- }
在需要这条广播的类中来接受它,同样是刚刚说的Script类。接受广播的标志是 Messager.AddListener()参数1表示广播的名称,参数2表示广播所调用的方法。
- using UnityEngine;
- using System.Collections;
-
- public class Script : MonoBehaviour {
-
- void Awake()
- {
- Messenger.AddListener( "Send", DoSomething );
- }
- public void DoSomething()
- {
- Debug.Log("DoSomething");
- }
- }
这样一来,只要发送名称为”Send”的方法,就可以在别的类中接收它了。
我们在说说如何通过广播来传递参数,这也是那天那个哥们主要问我的问题。(其实是维基百科上写的不是特别特别的清楚,那哥们误解了)在Callback中可以看出参数最多可以是三个,参数的类型是任意类型,也就是说我们不仅能传递 int float bool 还能传递gameObject类型。
如下所示,发送广播的时候传递了两个参数,参数1是一个游戏对象,参数2是一个int数值。
- void Update()
- {
- if(Input.GetMouseButtonDown(0))
- {
- GameObject cube = GameObject.Find("Cube");
- Messenger.Broadcast<GameObject,int>("Send",cube,1980);
- }
- }
然后是接受的地方 参数用<>存在一起。游戏对象也可以完美的传递。
- using UnityEngine;
- using System.Collections;
-
- public class Script : MonoBehaviour {
-
- void Awake()
- {
- Messenger.AddListener<GameObject,int>( "Send", DoSomething );
- }
- public void DoSomething(GameObject obj,int i)
- {
- Debug.Log("name " + obj.name + " id =" + i);
- }
- }
如果传递一个参数
两个参数<T,T>
三个参数<T,T,T>
怎么样使用起来还是挺简单的吧?
我觉得项目中最好不要大量的使用代理事件这类的方法(根据需求而定),虽然可以让你的代码非常的简洁,但是它的效率不高大概比直接调用慢5-倍左右吧,就好比美好的东西一定都有瑕疵一样。 还记得Unity自身也提供了一种发送消息的方法吗?,用过的都知道效率也非常低下,虽然我们看不到它具体实现的源码是如何实现的,但是我觉得原理可能也是这样的。 欢迎和大家一起讨论与学习。