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Unity3D游戏开发框架-消息机制

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Unity3D游戏开发框架-消息机制

 

本篇我们常州手机App游戏开发培训-幻天网络继续介绍Unity3D游戏开发框架系列,看看消息机制的使用。

 

 

using UnityEngine;

using System.Collections;

/// <summary>

/// 消息监听接口

/// </summary>

public interface IEventListener   

    /// <summary>

    /// 处理消息

    /// </summary>

    /// <param name="id">消息Id</param>

    /// <param name="param1">参数1</param>

    /// <param name="param2">参数2</param>

    /// <returns>是否终止消息派发</returns>

    bool HandleEvent(int id, object param1, object param2);

    /// <summary>

    /// 消息优先级

    /// </summary>

    /// <returns></returns>

    int EventPriority();

using UnityEngine;

using System.Collections;

using System.Collections.Generic;

public class EventNode : MonoBehaviour

    /// <summary>

    /// 节点优先级

    /// </summary>

    public int EventNodePriority set; get;

    /// <summary>

    /// 所有消息集合

    /// </summary>

    private Dictionary<int, List<IEventListener>> mListeners = new Dictionary<int, List<IEventListener>>();

    /// <summary>

    /// 消息节点

    /// </summary>

    private List<EventNode> mNodeList = new List<EventNode>();

    /// <summary>

    /// 挂载一个消息节点到当前节点上

    /// </summary>

    /// <param name="node">消息节点</param>

    /// <returns>如果当前节点里面已经包含要添加的这个节点那么返回false</returns>

    public bool AttachEventNode(EventNode node)

   

        if (node == null)

       

            return false;

       

        if (mNodeList.Contains(node))

       

            return false;

       

        int pos = 0;

        for (int i = 0; i < mNodeList.Count;i++ )

       

            if (node.EventNodePriority > mNodeList[i].EventNodePriority)

           

                break;

           

            pos++;

       

        mNodeList.Insert(pos,node);

        return true;

   

    /// <summary>

    /// 卸载一个消息节点

    /// </summary>

    /// <param name="node">消息节点</param>

    /// <returns>如果节点不存在那么返回false</returns>

    public bool DetachEventNode(EventNode node)

   

        if (!mNodeList.Contains(node))

       

            return false;

       

        mNodeList.Remove(node);

        return true;

   

    /// <summary>

    /// 挂载一个消息监听器到当前的消息节点

    /// </summary>

    /// <param name="key">消息ID</param>

    /// <param name="listener">消息监听器</param>

    /// <returns>当前消息节点已经挂载了这个消息监听器那么返回false</returns>

    public bool AttachEventListener(int key,IEventListener listener)

   

        if (listener == null)

       

            return false;

       

        if (!mListeners.ContainsKey(key))

       

            mListeners.Add(key,new List<IEventListener>() listener );

            return true;

       

        if (mListeners[key].Contains(listener))

       

            return false;

       

        int pos = 0;

        for (int i = 0;i< mListeners[key].Count;i++ )

       

            if (listener.EventPriority() > mListeners[key][i].EventPriority())

           

                break;

           

            pos++;

       

        mListeners[key].Insert(pos,listener);

        return true;

   

    /// <summary>

    /// 卸载一个消息节点

    /// </summary>

    /// <returns>如果当前消息节点不存在那么返回false</returns>

    public bool DetachEventListener(int key,IEventListener listener)

   

       if (mListeners.ContainsKey(key) && mListeners[key].Contains(listener))

      

           mListeners[key].Remove(listener);

           return true;

      

       return false;

   

    public void SendEvent(int key,object param1 = null,object param2 = null)

   

        DispatchEvent(key, param1, param2);

   

    /// <summary>

    /// 派发消息到子消息节点以及自己节点下的监听器上

    /// </summary>

    /// <param name="key">消息ID</param>

    /// <param name="param1"></param>

    /// <param name="param2"></param>

    /// <returns>如果中断消息返回true</returns>

    private bool DispatchEvent(int key,object param1,object param2)

   

        for (int i = 0; i < mNodeList.Count;i++ )

       

            if (mNodeList[i].DispatchEvent(key, param1, param2)) return true;

       

        return TriggerEvent(key, param1, param2);

   

    /// <summary>

    /// 消息触发

    /// </summary>

    /// <param name="key">消息id</param>

    /// <param name="param1"></param>

    /// <param name="param2"></param>

    /// <returns>是否中断</returns>

    private bool TriggerEvent(int key,object param1,object param2)

   

        if (!this.gameObject.activeSelf || !this.gameObject.activeInHierarchy || !this.enabled)

       

            return false;

       

        if (!mListeners.ContainsKey(key))

       

            return false;

       

        List<IEventListener> listeners = mListeners[key];

        for (int i = 0; i < listeners.Count; i++)

       

            if (listeners[i].HandleEvent(key, param1, param2)) return true;

       

        return false;

   

   void OnApplicationQuit()

   

        mListeners.Clear();

        mNodeList.Clear();

   

using System;

using System.Collections.Generic;

using System.Linq;

using System.Text;

public class EventDef

    public const int EventTest1 = 1;

    public const int EventTest2 = EventTest1 + 1;

    public const int ResLoadFinish = 1000;

using UnityEngine;

using System.Collections;

public class EventListener : MonoBehaviour,IEventListener 

    // Awake is called when the script instance is being loaded.

    void Awake() 

   

        if (EventNodeCore.Instance)

       

            EventNodeCore.Instance.AttachEventListener(EventDef.EventTest1, this);

       

   

    void OnDestroy()

   

        if (EventNodeCore.Instance)

       

            EventNodeCore.Instance.DetachEventListener(EventDef.EventTest1, this);

       

   

    public bool HandleEvent(int id, object param1, object param2)

   

        Debug.Log("EventListener.HandleEvent =>" + " id=" + id + "param1=" + param1);

        switch(id)

       

            case EventDef.EventTest1:

                Debug.Log(this.name + "=>" + "HandleEvent EventTest1");

                return false;

       

        return false;

   

    public int EventPriority()

   

        return 0;

   

using UnityEngine;

using System.Collections;

public class EventListener1 : MonoBehaviour , IEventListener

    // Awake is called when the script instance is being loaded.

    void Awake() 

   

        if (EventNode1.Instance)

       

            EventNode1.Instance.AttachEventListener(EventDef.EventTest1, this);

            EventNode1.Instance.AttachEventListener(EventDef.EventTest2, this);

       

   

    void OnDestroy()

   

        if (EventNode1.Instance)

       

            EventNode1.Instance.DetachEventListener(EventDef.EventTest1, this);

            EventNode1.Instance.DetachEventListener(EventDef.EventTest2, this);

       

   

    // Start is called on the frame when a script is enabled just before any of the Update methods is called the first time.

    void Start()

   

   

    // Update is called every frame, if the MonoBehaviour is enabled.

    void Update() 

   

   

    public bool HandleEvent(int id, object param1, object param2)

   

        Debug.Log("EventListener1." + "HandleEvent => id =" + id + " param1=" + param1);

        //return true 消息中断

        return false;

   

    public int EventPriority()

   

        return 1;

   

using UnityEngine;

using System.Collections;

public class EventListener2 : MonoBehaviour,IEventListener 

    // Awake is called when the script instance is being loaded.

    void Awake() 

   

        if (EventNode2.Instance)

       

            EventNode2.Instance.AttachEventListener(EventDef.EventTest1, this);

       

   

    void OnDestroy()

   

        if (EventNode2.Instance)

       

            EventNode2.Instance.DetachEventListener(EventDef.EventTest1, this);

       

   

    public bool HandleEvent(int id, object param1, object param2)

   

        Debug.Log("EventListener2.HandleEvent => id =" + id + " param1=" + param1);

        return false;

   

    public int EventPriority()

   

        return 2;

   

using UnityEngine;

using System.Collections;

public class EventNode1 : EventNode

    private static EventNode1 mInstance;

    public static EventNode1 Instance

   

        get

       

            return mInstance;

       

   

    void Awake()

   

        mInstance = this;

        //base.EventNodePriority = 30;

        if (EventNodeCore.Instance)

       

            EventNodeCore.Instance.AttachEventNode(this);

       

        Debug.Log("-------------1");

   

    void OnDestroy()

   

        if (EventNodeCore.Instance)

       

            EventNodeCore.Instance.DetachEventNode(this);

       

   

using UnityEngine;

using System.Collections;

public class EventNode2 : EventNode 

    private static EventNode2 mInstance;

    public static EventNode2 Instance

   

        get

       

            return mInstance;

       

   

    // Awake is called when the script instance is being loaded.

    void Awake() 

   

        mInstance = this;

        base.EventNodePriority = 20;

        if (EventNodeCore.Instance)

       

            EventNodeCore.Instance.AttachEventNode(this);

       

   

    void OnDestroy()

   

        if (EventNodeCore.Instance)

       

            EventNodeCore.Instance.DetachEventNode(this);

       

   

using UnityEngine;

using System.Collections;

public class EventNodeCore : EventNode

    private static EventNodeCore mInstance;

    public static EventNodeCore Instance

   

        get

       

            return mInstance;

       

   

    void Awake()

   

        mInstance = this;

        Debug.Log("-------------");

   

    void OnDestroy()

   

   

    void OnGUI()

   

        if (GUI.Button(new Rect (0,0,200,50),"EventNodecore.SenEvent"))

       

            EventNodeCore.Instance.SendEvent(EventDef.EventTest1, "测试消息发送");

       

        if (GUI.Button(new Rect(0, 60, 200, 50), "EventNode1.SenEvent"))

       

            EventNode1.Instance.SendEvent(EventDef.EventTest1, "测试消息发送");

            EventNode1.Instance.SendEvent(EventDef.EventTest2, "测试消息发送");

       

        if (GUI.Button(new Rect(0, 120, 200, 50), "EventNode2.SenEvent"))

       

            EventNode2.Instance.SendEvent(EventDef.EventTest1, "测试消息发送");

       

   



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