C#事件管理器如何清空所有監(jiān)聽詳解
C#事件使用+= -=使用起來是很方便的,但是卻不能整體清空所有事件。比如一個常見的操作,打開界面注冊監(jiān)聽事件,關(guān)閉界面需要把所有的事件清空了,這要在寫一堆-=操作,如果漏清空的話肯定會造成隱患,如果在lua里這個很容易,但是C#卻不行。所以我想了個辦法,對Action和Func進(jìn)行一次包裝,就可以解決這個問題了。
這里我只封裝了兩個參數(shù),大家可以繼續(xù)拓展新的參數(shù),我在項(xiàng)目里一共拓展了5個參數(shù),完全夠用了。
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,注意我們自己封裝的事件必須要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>注冊事件</size>"))
{
m_ActionManager.RegAction(MyAction, MyFunction);
m_ActionManager.RegAction(MyFunc, MyFunction1);
}
if (GUILayout.Button("<size=50>發(fā)事件</size>"))
{
MyAction.Invoke("參數(shù)1");
MyFunc.Invoke("參數(shù)2");
}
if (GUILayout.Button("<size=50>清空</size>"))
{
m_ActionManager.Clear();
}
}
}
事件管理器可以放在UI或者模塊的基類中,這樣子類在寫的時候可以直接this.RegAction注冊事件,關(guān)閉界面或者卸載模塊的時候由父類調(diào)用Clear方法,這樣業(yè)務(wù)邏輯就不需要在寫-=這樣的代碼了。
總結(jié)
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