考虑在unity中做一个事件系统 当接收到消息的时候传入参数自动调用
作者:互联网
感觉设计上有很大的问题 特别是每次参数还要转换两次类型 但又不知道具体改如何赶紧 求教 大神们给点意见
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public delegate System.Object FuncPoint1(params object[] objAry); //可变参的委托 public delegate void FuncPoint(params object[] objAry); public class Observe_0 { private static Observe_0 _instance; public static Observe_0 Instance { //制作一个单例尝试在全局中使用 get => _instance = _instance ?? new Observe_0(); set => _instance = value; } private static Dictionary<string, FuncPoint> funcDic = new Dictionary<string, FuncPoint>(); public void ListenEvent<T>(FuncPoint fp) //根据消息的类型将对应的处理方法加入字典 (考虑服务器发送的通用消息 可以在弄个枚举针对性处理) { string className = typeof(T).ToString(); funcDic[className] = fp; } public void Execute<T>(params object[] objAry) { if (funcDic.ContainsKey(typeof(T).ToString())) funcDic[typeof(T).ToString()].Invoke(objAry); } } public class C2S_DownImage{ public string name = "yc大菜鸡"; } public class Observe : MonoBehaviour { private void Start() { Observe_0.Instance.ListenEvent<C2S_DownImage>(print111); Observe_0.Instance.Execute<C2S_DownImage>("asdasdsadasd"); Observe_0.Instance.ListenEvent<C2S_DownImage>(print1); Observe_0.Instance.Execute<C2S_DownImage>("asdsad", "asdsadsadsadsadsadsadsa",new C2S_DownImage()); } public void print111(object message) { print(message + " 1111111"); } public void print1(params object[] name1) { print(name[0]); print(name[1]); var t = name1[2] as C2S_DownImage; print(t.name); } }
标签:调用,void,object,Instance,unity,Observe,using,接收,public 来源: https://www.cnblogs.com/chenggg/p/10732171.html