EventManager.cs 3.3 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace GameWorld
  5. {
  6. public class EventManager
  7. {
  8. public static bool RegisterEvent<TEventArgs>(string eventName, EventManager.FBEventHandler<TEventArgs> handler, EventManager.ListenerQueue queue = EventManager.ListenerQueue.Game) where TEventArgs : EventArgs
  9. {
  10. Dictionary<string, List<object>> dictionary = (queue != EventManager.ListenerQueue.Game) ? EventManager.ToolsEventDelegates : EventManager.GameEventDelegates;
  11. if (!dictionary.ContainsKey(eventName))
  12. {
  13. dictionary[eventName] = new List<object>();
  14. }
  15. dictionary[eventName].Add(handler);
  16. return true;
  17. }
  18. public static bool UnregisterEvent<TEventArgs>(string eventName, EventManager.FBEventHandler<TEventArgs> handler, EventManager.ListenerQueue queue = EventManager.ListenerQueue.Game) where TEventArgs : EventArgs
  19. {
  20. Dictionary<string, List<object>> dictionary = (queue != EventManager.ListenerQueue.Game) ? EventManager.ToolsEventDelegates : EventManager.GameEventDelegates;
  21. if (!dictionary.ContainsKey(eventName))
  22. {
  23. return false;
  24. }
  25. dictionary[eventName].Remove(handler);
  26. return true;
  27. }
  28. public static void PostEvent<TSender, TEventArgs>(string eventDefine, TSender sender, TEventArgs args) where TSender : class where TEventArgs : EventArgs
  29. {
  30. if (EventManager.HandlePostEvent<TEventArgs>(EventManager.ToolsEventDelegates, eventDefine, sender, args))
  31. {
  32. EventManager.HandlePostEvent<TEventArgs>(EventManager.GameEventDelegates, eventDefine, sender, args);
  33. }
  34. }
  35. public static void PostEvent<TSender>(string eventDefine, TSender sender) where TSender : class
  36. {
  37. EventManager.PostEvent<TSender, EventArgs>(eventDefine, sender, EventArgs.Empty);
  38. }
  39. public static void PostEvent(string eventDefine)
  40. {
  41. EventManager.PostEvent<object>(eventDefine, null);
  42. }
  43. private static bool HandlePostEvent<TEventArgs>(Dictionary<string, List<object>> eventDelegates, string eventDefine, object sender, TEventArgs args) where TEventArgs : EventArgs
  44. {
  45. bool flag = true;
  46. if (eventDelegates.ContainsKey(eventDefine))
  47. {
  48. List<object> list = eventDelegates[eventDefine];
  49. for (int i = 0; i < list.Count; i++)
  50. {
  51. object obj = list[i];
  52. if (obj is EventManager.FBEventHandler<TEventArgs>)
  53. {
  54. flag &= (obj as EventManager.FBEventHandler<TEventArgs>)(eventDefine, sender, args);
  55. }
  56. else if (obj is EventManager.FBEventHandler<EventArgs>)
  57. {
  58. flag &= (obj as EventManager.FBEventHandler<EventArgs>)(eventDefine, sender, args);
  59. }
  60. else
  61. {
  62. UnityEngine.Debug.LogError(string.Concat(new object[]
  63. {
  64. eventDefine,
  65. "事件Args类型注册错误,应为",
  66. typeof(TEventArgs),
  67. "请检查是否写成了object\n技术支持麻烦联系凤翔,谢谢"
  68. }));
  69. }
  70. }
  71. }
  72. return flag;
  73. }
  74. private static readonly Dictionary<string, List<object>> GameEventDelegates = new Dictionary<string, List<object>>();
  75. private static readonly Dictionary<string, List<object>> ToolsEventDelegates = new Dictionary<string, List<object>>();
  76. public delegate bool FBEventHandler<TEventArgs>(string eventDefine, object sender, TEventArgs msg) where TEventArgs : EventArgs;
  77. public enum ListenerQueue
  78. {
  79. Game = 3,
  80. Tools = 6
  81. }
  82. }
  83. }