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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace WK
{
/// <summary>
/// 不指定发送者的全局事件
/// </summary>
public class GlobalEventManager : Singleton<GlobalEventManager>
{
// callback
public delegate void EventCallback(params object[] objs);
public Dictionary<string, LinkedList<EventCallback>> AllEvents = new Dictionary<string, LinkedList<EventCallback>>();
public void Register(string eventName, EventCallback callback, bool addFirst = false)
{
if (callback == null)
{
Debug.LogError("监听函数不能为空");
return;
}
LinkedList<EventCallback> list;
if (!AllEvents.TryGetValue(eventName, out list))
{
list = new LinkedList<EventCallback>(); // 这里最好从池子里拿
AllEvents.Add(eventName, list);
}
if (!list.Contains(callback))
{
if (addFirst && list.Count > 0)
{
list.AddFirst(callback);
}
else
{
list.AddLast(callback);
}
}
else
{
Debug.LogError("重复添加监听, eventName=" + eventName);
}
}
public void UnRegister(string eventName, EventCallback callback)
{
if (callback == null)
{
Debug.LogError("监听函数不能为空");
return;
}
LinkedList<EventCallback> list;
if (!AllEvents.TryGetValue(eventName, out list))
{
return;
}
list.Remove(callback);
if (list.Count == 0)
{
AllEvents.Remove(eventName);
// 如果这里list是从池子里拿的,回收它
}
}
public void UnRegisterEvent(string eventName)
{
if (AllEvents.ContainsKey(eventName))
{
AllEvents.Remove(eventName);
}
}
public void UnRegisterAll(string eventName)
{
AllEvents.Remove(eventName);
}
public void Notify(string eventName, params object[] objs)
{
LinkedList<EventCallback> list;
if (AllEvents.TryGetValue(eventName, out list) && list != null && list.Count > 0)
{
foreach (EventCallback callback in list)
{
if (callback != null)
{
callback.Invoke(objs);
}
}
}
}
}
}
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