Unity3D (C#)事件分发机制的实现

发表于2018-09-16
评论0 2.3k浏览
事件分发机制也被称之为事件监听派发系统,在每个游戏框架中都是不可或缺的一个模块。起作用主要是用来解耦,监听网络消息,或者做一些异步的操作等,下面要和大家介绍的是使用C#在Unity游戏开发中的事件分发处理机制的实现,希望能帮到大家。

实现类似代码中功能,金钱和能量的加减操作
using UnityEngine;
using System.Collections;
public class WindowCtr : MonoBehaviour {
    public CtrEnergy energyCtr;
    public CtrMoney moneyCtr;
    public Money money;
    public Energy energy;
    // Use this for initialization
    void Start () {
        //UIButton[] energyCtrArr = energyCtr.btnArr;
        //  UIButton[] moneyCtrArr = moneyCtr.btnArr;
        money = GetComponentInChildren<Money>();
        energy = GetComponentInChildren<Energy>();
        moneyCtr.clickCall += Click2;
        energyCtr.clickCall += Click1;
    }
    // Update is called once per frame
    //体力
    void Click1 (GameObject go) {
        Debug.Log("----体力-----");
        energy.SetEnergy(go.name);
    }
    //金钱
    void Click2(GameObject go)
    {
        Debug.Log("金钱");
        money.SetMoney(go.name);
    }
}

using UnityEngine;
using System.Collections;
public class CtrMoney : MonoBehaviour {
    public UIButton[] btnArr;
    //UIEventListener.VoidDelegate
    //声明一个委托类型
    public delegate void VoidCall(GameObject go);
    //声明一个事件
    public event VoidCall clickCall;
    // Use this for initialization
    void Awake () {
        btnArr = GetComponentsInChildren<UIButton>();
        for (int index = 0; index < btnArr.Length; index++)
        {
            UIEventListener.Get(btnArr[index].gameObject).onClick = Click;
        }
    }
    void Click(GameObject go)
    {
        if (clickCall == null) return;
        clickCall(go);//事件分发
    }
}

using UnityEngine;
using System.Collections;
public class CtrEnergy : MonoBehaviour {
    public UIButton[] btnArr;
    public event CtrMoney.VoidCall clickCall; 
   // public event UIEventListener.VoidDelegate clickEvent;
    // Use this for initialization
    void Awake()
    {
        btnArr = GetComponentsInChildren<UIButton>();
        for (int index = 0; index < btnArr.Length; index++)
        {
            UIEventListener.Get(btnArr[index].gameObject).onClick = Click;
        }
    }
    void Click(GameObject go)
    {
        if (clickCall != null)
            clickCall(go);
    }
}

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