123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135 |
- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using GameFramework;
- using GameFramework.Event;
- using System;
- using UnityEngine;
- namespace UnityGameFramework.Runtime
- {
- /// <summary>
- /// 事件组件。
- /// </summary>
- [DisallowMultipleComponent]
- [AddComponentMenu("Game Framework/Event")]
- public sealed class EventComponent : GameFrameworkComponent
- {
- private IEventManager m_EventManager = null;
- /// <summary>
- /// 获取事件处理函数的数量。
- /// </summary>
- public int EventHandlerCount
- {
- get
- {
- return m_EventManager.EventHandlerCount;
- }
- }
- /// <summary>
- /// 获取事件数量。
- /// </summary>
- public int EventCount
- {
- get
- {
- return m_EventManager.EventCount;
- }
- }
- /// <summary>
- /// 游戏框架组件初始化。
- /// </summary>
- protected override void Awake()
- {
- base.Awake();
- this.name = this.GetType().Name;
- m_EventManager = GameFrameworkEntry.GetModule<IEventManager>();
- if (m_EventManager == null)
- {
- Log.Fatal("Event manager is invalid.");
- return;
- }
- }
- private void Start()
- {
- }
- /// <summary>
- /// 获取事件处理函数的数量。
- /// </summary>
- /// <param name="id">事件类型编号。</param>
- /// <returns>事件处理函数的数量。</returns>
- public int Count(int id)
- {
- return m_EventManager.Count(id);
- }
- /// <summary>
- /// 检查是否存在事件处理函数。
- /// </summary>
- /// <param name="id">事件类型编号。</param>
- /// <param name="handler">要检查的事件处理函数。</param>
- /// <returns>是否存在事件处理函数。</returns>
- public bool Check(int id, EventHandler<GameEventArgs> handler)
- {
- return m_EventManager.Check(id, handler);
- }
- /// <summary>
- /// 订阅事件处理回调函数。
- /// </summary>
- /// <param name="id">事件类型编号。</param>
- /// <param name="handler">要订阅的事件处理回调函数。</param>
- public void Subscribe(int id, EventHandler<GameEventArgs> handler)
- {
- m_EventManager.Subscribe(id, handler);
- }
- /// <summary>
- /// 取消订阅事件处理回调函数。
- /// </summary>
- /// <param name="id">事件类型编号。</param>
- /// <param name="handler">要取消订阅的事件处理回调函数。</param>
- public void Unsubscribe(int id, EventHandler<GameEventArgs> handler)
- {
- m_EventManager.Unsubscribe(id, handler);
- }
- /// <summary>
- /// 设置默认事件处理函数。
- /// </summary>
- /// <param name="handler">要设置的默认事件处理函数。</param>
- public void SetDefaultHandler(EventHandler<GameEventArgs> handler)
- {
- m_EventManager.SetDefaultHandler(handler);
- }
- /// <summary>
- /// 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。
- /// </summary>
- /// <param name="sender">事件发送者。</param>
- /// <param name="e">事件内容。</param>
- public void Fire(object sender, GameEventArgs e)
- {
- m_EventManager.Fire(sender, e);
- }
- /// <summary>
- /// 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。
- /// </summary>
- /// <param name="sender">事件发送者。</param>
- /// <param name="e">事件内容。</param>
- public void FireNow(object sender, GameEventArgs e)
- {
- m_EventManager.FireNow(sender, e);
- }
- }
- }
|