Unity | 工具类-利用事件系统进行业务串通

using System;
using System.Collections.Generic;

public class EventManager
{
    static EventManager _instance;

    public static EventManager instance
    {
        get
        {
            if (_instance == null)
            {
                _instance = new EventManager();
            }

            return _instance;
        }
    }

    Dictionary<GameEvent, List<Action<List<object>>>> eventsDic =
        new Dictionary<GameEvent, List<Action<List<object>>>>();

    public void AddEvent(GameEvent gameEvent, Action<List<object>> callback)
    {
        if (!eventsDic.ContainsKey(gameEvent))
        {
            eventsDic[gameEvent] = new List<Action<List<object>>>();
        }

        eventsDic[gameEvent].Add(callback);
    }

    public void RemoveEventDirectly(GameEvent gameEvent)
    {
        if (eventsDic.ContainsKey(gameEvent))
        {
            eventsDic.Remove(gameEvent);
        }
        else
        {
            XESUniDebug.Log($"eventsDic doesn't ContainsKey {gameEvent}");
        }
    }

    public void RemoveEventFunc(GameEvent gameEvent, Action<List<object>> callback)
    {
        List<Action<List<object>>> actions;
        if (eventsDic.TryGetValue(gameEvent, out actions))
        {
            actions.Remove(callback);
        }
        else
        {
            XESUniDebug.Log($"eventsDic doesn't ContainsKey {gameEvent}");
        }
    }

    public void SendEvent(GameEvent gameEvent, List<object> parameters = null)
    {
        if (eventsDic.ContainsKey(gameEvent))
        {
            var events = eventsDic[gameEvent];
            for (int i = 0; i < events.Count; i++)
            {
                var eventAction = events[i];
                eventAction(parameters);
            }
        }
        else
        {
            XESUniDebug.Log($"eventsDic doesn't ContainsKey {gameEvent}");
        }
    }
}

        在项目开发多人合作模式下,这个事件管理类显得尤为重要。比如一个人负责接口、一个人负责UI、另一个人负责游戏主体流程时,接口调用完成后发送一个事件即可,并把相关数据法出去。UI或者游戏主体流程中都可通过AddEvent来监听这个事件。

private void OnEnable()
{
    //地图加载完成
    EventManager.instance.AddEvent(GameEvent.DynamicMapProgress, DynamicMapFinish);
}

private void OnDisable()
{
    EventManager.instance.RemoveEventFunc(GameEvent.DynamicMapProgress, DynamicMapFinish);
}

private void DynamicMapFinish(List<object> data)
{
    Debug.Log("地图加载完成");
    if((string)data[0]=="success")
    {

    }
}

//接口请求成功完成
private void HttpFinish()
{
     //...
     EventManager.instance.SendEvent(GameEvent.DynamicMapProgress,
     new List<object> {"success"});
}

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转载自blog.csdn.net/weixin_39766005/article/details/137072480