EventComponent.cs 4.4 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 loyalsoft. All rights reserved.
  4. // Homepage: http://www.game7000.com/
  5. // Feedback: http://www.game7000.com/
  6. //------------------------------------------------------------
  7. using GameFramework;
  8. using GameFramework.Event;
  9. using System;
  10. using UnityEngine;
  11. namespace UnityGameFramework.Runtime
  12. {
  13. /// <summary>
  14. /// 事件组件。
  15. /// </summary>
  16. [DisallowMultipleComponent]
  17. [AddComponentMenu("Game Framework/Event")]
  18. public sealed class EventComponent : GameFrameworkComponent
  19. {
  20. private IEventManager m_EventManager = null;
  21. /// <summary>
  22. /// 获取事件处理函数的数量。
  23. /// </summary>
  24. public int EventHandlerCount
  25. {
  26. get
  27. {
  28. return m_EventManager.EventHandlerCount;
  29. }
  30. }
  31. /// <summary>
  32. /// 获取事件数量。
  33. /// </summary>
  34. public int EventCount
  35. {
  36. get
  37. {
  38. return m_EventManager.EventCount;
  39. }
  40. }
  41. /// <summary>
  42. /// 游戏框架组件初始化。
  43. /// </summary>
  44. protected override void Awake()
  45. {
  46. base.Awake();
  47. this.name = this.GetType().Name;
  48. m_EventManager = GameFrameworkEntry.GetModule<IEventManager>();
  49. if (m_EventManager == null)
  50. {
  51. Log.Fatal("Event manager is invalid.");
  52. return;
  53. }
  54. }
  55. private void Start()
  56. {
  57. }
  58. /// <summary>
  59. /// 获取事件处理函数的数量。
  60. /// </summary>
  61. /// <param name="id">事件类型编号。</param>
  62. /// <returns>事件处理函数的数量。</returns>
  63. public int Count(int id)
  64. {
  65. return m_EventManager.Count(id);
  66. }
  67. /// <summary>
  68. /// 检查是否存在事件处理函数。
  69. /// </summary>
  70. /// <param name="id">事件类型编号。</param>
  71. /// <param name="handler">要检查的事件处理函数。</param>
  72. /// <returns>是否存在事件处理函数。</returns>
  73. public bool Check(int id, EventHandler<GameEventArgs> handler)
  74. {
  75. return m_EventManager.Check(id, handler);
  76. }
  77. /// <summary>
  78. /// 订阅事件处理回调函数。
  79. /// </summary>
  80. /// <param name="id">事件类型编号。</param>
  81. /// <param name="handler">要订阅的事件处理回调函数。</param>
  82. public void Subscribe(int id, EventHandler<GameEventArgs> handler)
  83. {
  84. m_EventManager.Subscribe(id, handler);
  85. }
  86. /// <summary>
  87. /// 取消订阅事件处理回调函数。
  88. /// </summary>
  89. /// <param name="id">事件类型编号。</param>
  90. /// <param name="handler">要取消订阅的事件处理回调函数。</param>
  91. public void Unsubscribe(int id, EventHandler<GameEventArgs> handler)
  92. {
  93. m_EventManager.Unsubscribe(id, handler);
  94. }
  95. /// <summary>
  96. /// 设置默认事件处理函数。
  97. /// </summary>
  98. /// <param name="handler">要设置的默认事件处理函数。</param>
  99. public void SetDefaultHandler(EventHandler<GameEventArgs> handler)
  100. {
  101. m_EventManager.SetDefaultHandler(handler);
  102. }
  103. /// <summary>
  104. /// 抛出事件,这个操作是线程安全的,即使不在主线程中抛出,也可保证在主线程中回调事件处理函数,但事件会在抛出后的下一帧分发。
  105. /// </summary>
  106. /// <param name="sender">事件发送者。</param>
  107. /// <param name="e">事件内容。</param>
  108. public void Fire(object sender, GameEventArgs e)
  109. {
  110. m_EventManager.Fire(sender, e);
  111. }
  112. /// <summary>
  113. /// 抛出事件立即模式,这个操作不是线程安全的,事件会立刻分发。
  114. /// </summary>
  115. /// <param name="sender">事件发送者。</param>
  116. /// <param name="e">事件内容。</param>
  117. public void FireNow(object sender, GameEventArgs e)
  118. {
  119. m_EventManager.FireNow(sender, e);
  120. }
  121. }
  122. }