这篇文章主要讲解了C#事件管理器清空所有监听的实现方法,内容清晰明了,对此有兴趣的小伙伴可以学习一下,相信大家阅读完之后会有帮助。
C#事件使用+= -=使用起来是很方便的,但是却不能整体清空所有事件。比如一个常见的操作,打开界面注册监听事件,关闭界面需要把所有的事件清空了,这要在写一堆-=操作,如果漏清空的话肯定会造成隐患,如果在lua里这个很容易,但是C#却不行。所以我想了个办法,对Action和Func进行一次包装,就可以解决这个问题了。
这里我只封装了两个参数,大家可以继续拓展新的参数,我在项目里一共拓展了5个参数,完全够用了。
using System;
using System.Collections.Generic;
public class ActionManager
{
Dictionary<object, object> m_Actions = new Dictionary<object, object>();
public NewAction RegAction(NewAction newAction , Action action)
{
newAction += action;
m_Actions[newAction] = action;
return newAction;
}
public NewAction<T1> RegAction<T1>(NewAction<T1> newAction, Action<T1> action)
{
newAction += action;
m_Actions[newAction] = action;
return newAction;
}
public NewFunc<T1> RegAction<T1>(NewFunc<T1> newAction, Func<T1> action)
{
newAction += action;
m_Actions[newAction] = action;
return newAction;
}
public NewFunc<T1,T2> RegAction<T1, T2>(NewFunc<T1, T2> newAction, Func<T1, T2> action)
{
newAction += action;
m_Actions[newAction] = action;
return newAction;
}
public void Clear()
{
foreach (var act in m_Actions)
{
((IAction)act.Key).Dispose(act.Value);
}
}
}
public interface IAction
{
void Dispose(object obj);
}
public class NewAction : IAction
{
Action action;
public void Dispose(object obj)
{
if(obj is Action act)
action -= act;
}
public void Invoke()
{
action?.Invoke();
}
public static NewAction operator +(NewAction a, Action b)
{
a.action -= b;
a.action += b;
return a;
}
public static NewAction operator -(NewAction a, Action b)
{
a.action -= b;
return a;
}
}
public class NewAction<T1> : IAction
{
Action<T1> action;
public void Dispose(object obj)
{
if (obj is Action<T1> act)
action -= act;
}
public void Invoke(T1 t1)
{
action?.Invoke(t1);
}
public static NewAction<T1> operator +(NewAction<T1> a, Action<T1> b)
{
a.action -= b;
a.action += b;
return a;
}
public static NewAction<T1> operator -(NewAction<T1> a, Action<T1> b)
{
a.action -= b;
return a;
}
}
public class NewFunc<T1> : IAction
{
Func<T1> func;
public void Dispose(object obj)
{
if (obj is Func<T1> act)
func -= act;
}
public T1 Invoke()
{
return func != null ? func.Invoke() : default(T1);
}
public static NewFunc<T1> operator +(NewFunc<T1> a, Func<T1> b)
{
a.func -= b;
a.func += b;
return a;
}
public static NewFunc<T1> operator -(NewFunc<T1> a, Func<T1> b)
{
a.func -= b;
return a;
}
}
public class NewFunc<T1, T2> : IAction
{
Func<T1, T2> func;
public void Dispose(object obj)
{
if (obj is Func<T1, T2> act)
func -= act;
}
public T2 Invoke(T1 t1)
{
return func != null ? func.Invoke(t1) : default(T2);
}
public static NewFunc<T1, T2> operator +(NewFunc<T1, T2> a, Func<T1, T2> b)
{
a.func -= b;
a.func += b;
return a;
}
public static NewFunc<T1, T2> operator -(NewFunc<T1, T2> a, Func<T1, T2> b)
{
a.func -= b;
return a;
}
}
使用方法如下,注意我们自己封装的事件必须要new。
using UnityEngine;
public class Main : MonoBehaviour
{
NewAction<string> MyAction = new NewAction<string>();//事件需要new
NewFunc<string,int> MyFunc = new NewFunc<string,int>();//事件需要new
ActionManager m_ActionManager = new ActionManager();
public void MyFunction(string str)
{
Debug.Log(" MyFunction " + str);
}
public int MyFunction1(string str)
{
Debug.Log(" MyFunction1 " + str);
return 1;
}
private void OnGUI()
{
if (GUILayout.Button("<size=50>注册事件</size>"))
{
m_ActionManager.RegAction(MyAction, MyFunction);
m_ActionManager.RegAction(MyFunc, MyFunction1);
}
if (GUILayout.Button("<size=50>发事件</size>"))
{
MyAction.Invoke("参数1");
MyFunc.Invoke("参数2");
}
if (GUILayout.Button("<size=50>清空</size>"))
{
m_ActionManager.Clear();
}
}
}
事件管理器可以放在UI或者模块的基类中,这样子类在写的时候可以直接this.RegAction注册事件,关闭界面或者卸载模块的时候由父类调用Clear方法,这样业务逻辑就不需要在写-=这样的代码了。
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