带有委托而不是UnityEvent的Unity EventManager
我正在使用UnityEvent寻找此Manager的
c#委托版本。我不想使用它,因为UnityEvent在大多数时候都比C#事件慢。
关于如何实现这一点的任何线索?
回答:
您可以使用Action实际上是这样声明的委托:
namespace System{
    public delegate void Action();
}
 从使用委托的名称空间UnityAction替换所有with 。Action``System
 全部thisEvent.AddListener(listener);替换为thisEvent += listener;
 全部thisEvent.RemoveListener(listener);替换为 thisEvent -= listener;
这是Unity 原始 版本的修改版本,可EventManager移植为使用委托/动作。
using System;using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventManager : MonoBehaviour
{
    private Dictionary<string, Action> eventDictionary;
    private static EventManager eventManager;
    public static EventManager instance
    {
        get
        {
            if (!eventManager)
            {
                eventManager = FindObjectOfType(typeof(EventManager)) as EventManager;
                if (!eventManager)
                {
                    Debug.LogError("There needs to be one active EventManger script on a GameObject in your scene.");
                }
                else
                {
                    eventManager.Init();
                }
            }
            return eventManager;
        }
    }
    void Init()
    {
        if (eventDictionary == null)
        {
            eventDictionary = new Dictionary<string, Action>();
        }
    }
    public static void StartListening(string eventName, Action listener)
    {
        Action thisEvent;
        if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
        {
            //Add more event to the existing one
            thisEvent += listener;
            //Update the Dictionary
            instance.eventDictionary[eventName] = thisEvent;
        }
        else
        {
            //Add event to the Dictionary for the first time
            thisEvent += listener;
            instance.eventDictionary.Add(eventName, thisEvent);
        }
    }
    public static void StopListening(string eventName, Action listener)
    {
        if (eventManager == null) return;
        Action thisEvent;
        if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
        {
            //Remove event from the existing one
            thisEvent -= listener;
            //Update the Dictionary
            instance.eventDictionary[eventName] = thisEvent;
        }
    }
    public static void TriggerEvent(string eventName)
    {
        Action thisEvent = null;
        if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
        {
            thisEvent.Invoke();
            // OR USE instance.eventDictionary[eventName]();
        }
    }
}
测试脚本:
下面的测试脚本通过每2秒触发一次事件来测试事件。
public class TestScript: MonoBehaviour{
    private Action someListener;
    void Awake()
    {
        someListener = new Action(SomeFunction);
        StartCoroutine(invokeTest());
    }
    IEnumerator invokeTest()
    {
        WaitForSeconds waitTime = new WaitForSeconds(2);
        while (true)
        {
            yield return waitTime;
            EventManager.TriggerEvent("test");
            yield return waitTime;
            EventManager.TriggerEvent("Spawn");
            yield return waitTime;
            EventManager.TriggerEvent("Destroy");
        }
    }
    void OnEnable()
    {
        EventManager.StartListening("test", someListener);
        EventManager.StartListening("Spawn", SomeOtherFunction);
        EventManager.StartListening("Destroy", SomeThirdFunction);
    }
    void OnDisable()
    {
        EventManager.StopListening("test", someListener);
        EventManager.StopListening("Spawn", SomeOtherFunction);
        EventManager.StopListening("Destroy", SomeThirdFunction);
    }
    void SomeFunction()
    {
        Debug.Log("Some Function was called!");
    }
    void SomeOtherFunction()
    {
        Debug.Log("Some Other Function was called!");
    }
    void SomeThirdFunction()
    {
        Debug.Log("Some Third Function was called!");
    }
}
从其他问题来看,大多数人都在问如何支持参数。这里是。您可以使用class/
struct作为参数,然后将要传递的所有变量添加到此类/结构中的函数中。我将EventParam举一个例子。随意EventParam在代码末尾添加/删除要在事件结构中传递的变量。
using System;using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventManager : MonoBehaviour
{
    private Dictionary<string, Action<EventParam>> eventDictionary;
    private static EventManager eventManager;
    public static EventManager instance
    {
        get
        {
            if (!eventManager)
            {
                eventManager = FindObjectOfType(typeof(EventManager)) as EventManager;
                if (!eventManager)
                {
                    Debug.LogError("There needs to be one active EventManger script on a GameObject in your scene.");
                }
                else
                {
                    eventManager.Init();
                }
            }
            return eventManager;
        }
    }
    void Init()
    {
        if (eventDictionary == null)
        {
            eventDictionary = new Dictionary<string, Action<EventParam>>();
        }
    }
    public static void StartListening(string eventName, Action<EventParam> listener)
    {
        Action<EventParam> thisEvent;
        if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
        {
            //Add more event to the existing one
            thisEvent += listener;
            //Update the Dictionary
            instance.eventDictionary[eventName] = thisEvent;
        }
        else
        {
            //Add event to the Dictionary for the first time
            thisEvent += listener;
            instance.eventDictionary.Add(eventName, thisEvent);
        }
    }
    public static void StopListening(string eventName, Action<EventParam> listener)
    {
        if (eventManager == null) return;
        Action<EventParam> thisEvent;
        if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
        {
            //Remove event from the existing one
            thisEvent -= listener;
            //Update the Dictionary
            instance.eventDictionary[eventName] = thisEvent;
        }
    }
    public static void TriggerEvent(string eventName, EventParam eventParam)
    {
        Action<EventParam> thisEvent = null;
        if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
        {
            thisEvent.Invoke(eventParam);
            // OR USE  instance.eventDictionary[eventName](eventParam);
        }
    }
}
//Re-usable structure/ Can be a class to. Add all parameters you need inside it
public struct EventParam
{
    public string param1;
    public int param2;
    public float param3;
    public bool param4;
}
测试脚本:
public class Test : MonoBehaviour{
    private Action<EventParam> someListener1;
    private Action<EventParam> someListener2;
    private Action<EventParam> someListener3;
    void Awake()
    {
        someListener1 = new Action<EventParam>(SomeFunction);
        someListener2 = new Action<EventParam>(SomeOtherFunction);
        someListener3 = new Action<EventParam>(SomeThirdFunction);
        StartCoroutine(invokeTest());
    }
    IEnumerator invokeTest()
    {
        WaitForSeconds waitTime = new WaitForSeconds(0.5f);
        //Create parameter to pass to the event
        EventParam eventParam = new EventParam();
        eventParam.param1 = "Hello";
        eventParam.param2 = 99;
        eventParam.param3 = 43.4f;
        eventParam.param4 = true;
        while (true)
        {
            yield return waitTime;
            EventManager.TriggerEvent("test", eventParam);
            yield return waitTime;
            EventManager.TriggerEvent("Spawn", eventParam);
            yield return waitTime;
            EventManager.TriggerEvent("Destroy", eventParam);
        }
    }
    void OnEnable()
    {
        //Register With Action variable
        EventManager.StartListening("test", someListener1);
        EventManager.StartListening("Spawn", someListener2);
        EventManager.StartListening("Destroy", someListener3);
        //OR Register Directly to function
        EventManager.StartListening("test", SomeFunction);
        EventManager.StartListening("Spawn", SomeOtherFunction);
        EventManager.StartListening("Destroy", SomeThirdFunction);
    }
    void OnDisable()
    {
        //Un-Register With Action variable
        EventManager.StopListening("test", someListener1);
        EventManager.StopListening("Spawn", someListener2);
        EventManager.StopListening("Destroy", someListener3);
        //OR Un-Register Directly to function
        EventManager.StopListening("test", SomeFunction);
        EventManager.StopListening("Spawn", SomeOtherFunction);
        EventManager.StopListening("Destroy", SomeThirdFunction);
    }
    void SomeFunction(EventParam eventParam)
    {
        Debug.Log("Some Function was called!");
    }
    void SomeOtherFunction(EventParam eventParam)
    {
        Debug.Log("Some Other Function was called!");
    }
    void SomeThirdFunction(EventParam eventParam)
    {
        Debug.Log("Some Third Function was called!");
    }
}
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