在项目中信号系统(或者事件系统)用的非常多,而且很好用,我喜欢用于全局信号,用于不同系统之间的交互,加上ECS模块的内部信号。
以下列出实现的内容:
SignalCenter:全局的信号中心用于交互不同系统之间的消息
EntitySignal(下面没有,实际上就是换个名字,并且不是静态类):实体内部信号,我常用于MVC结构,或者ECS结构的内部信号,比如数据跟UI的交互,UI监听数据,系统监听UI点击事件之类的
SignalParam:信号的参数,用于扩展传递复杂数据
具体实现
1 using UnityEngine; 2 using UnityEngine.Events; 3 using System.Collections; 4 using System.Collections.Generic; 5 6 /// <summary> 7 /// event 8 /// </summary> 9 [System.Serializable] 10 public class Signal : UnityEvent<SignalParam> { } 11 12 13 /// <summary> 14 /// 信号行为参数 15 /// </summary> 16 public class SignalParam { 17 public int intVal; 18 public string stringVal; 19 public Dictionary<int, int> dicVal; 20 public List<int> listVal; 21 public GameObject gameObjectVal; 22 // 自己扩展其他的参数 23 } 24 25 /// <summary> 26 /// 消息中心 27 /// </summary> 28 public class SignalCenter 29 { 30 // 单例模式 31 public static SignalCenter instance; 32 33 // 信号表 34 private Dictionary<string, Signal> eventDictionary = new Dictionary<string, Signal>(); 35 36 private static SignalParam onceParam { get; set; } // 简单信号参数,内部扩展接口,注意引用 37 /// <summary> 38 /// 开始监听,注册信号 39 /// </summary> 40 /// <param name="signalName">Event name.</param> 41 /// <param name="signalAction">signalAction.</param> 42 public static void Connect(string signalName, UnityAction<SignalParam> signalAction) 43 { 44 if (instance == null) 45 { 46 instance = new SignalCenter(); 47 if (instance == null) 48 { 49 Debug.Log("Have no event manager on scene"); 50 return; 51 } 52 } 53 Signal signal = null; 54 if (instance.eventDictionary.TryGetValue(signalName, out signal)) 55 { 56 signal.AddListener(signalAction); 57 } 58 else 59 { 60 signal = new Signal(); 61 signal.AddListener(signalAction); 62 instance.eventDictionary.Add(signalName, signal); 63 } 64 } 65 66 /// <summary> 67 /// 断开监听,取消信号 68 /// </summary> 69 /// <param name="signalName">Event name.</param> 70 /// <param name="signalAction">signalAction.</param> 71 public static void Disconnect(string signalName, UnityAction<SignalParam> signalAction) 72 { 73 if (instance == null) 74 { 75 return; 76 } 77 Signal signal = null; 78 if (instance.eventDictionary.TryGetValue(signalName, out signal)) 79 { 80 signal.RemoveListener(signalAction); 81 } 82 } 83 84 /// <summary> 85 /// 发送信号,触发 86 /// </summary> 87 /// <param name="signalName">Event name.</param> 88 /// <param name="obj">Object.</param> 89 /// <param name="param">Parameter.</param> 90 public static void Emit(string signalName, SignalParam param) 91 { 92 if (instance == null) 93 { 94 return; 95 } 96 Signal signal = null; 97 if (instance.eventDictionary.TryGetValue(signalName, out signal)) 98 { 99 signal.Invoke(param); 100 } 101 } 102 103 /// <summary> 104 /// 简单发送信号,整形参数 105 /// </summary> 106 /// <param name="signalName">Event name.</param> 107 /// <param name="obj">Object.</param> 108 /// <param name="param">Parameter.</param> 109 public static void Emit(string signalName, int intval) 110 { 111 if (instance == null) 112 { 113 return; 114 } 115 Signal signal = null; 116 onceParam.intVal = intval; 117 if (instance.eventDictionary.TryGetValue(signalName, out signal)) 118 { 119 signal.Invoke(onceParam); 120 } 121 } 122 }
原文:https://www.cnblogs.com/leilei-weapon/p/12110159.html