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
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。
总结
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