Unity 事件系统

using System;
using System.Collections.Generic;
using UnityEngine;

namespace Framework {
	/// <summary>
	/// 事件系统
	/// </summary>
	public class EventSystem : Singleton<EventSystem> {
		private const string LOG_CALLBACK_NULL = "Event callback {0} is null";
		private const string LOG_GET = "Can't find out event callback:{0}";

		/// <summary>
		/// 派发事件
		/// </summary>
		public static event Action<int, object> OnBroadcastEvent;

		/// <summary>
		/// 事件回调表 [键:事件ID 值:事件对象]
		/// </summary>
		private Dictionary<int, EventObject> m_CallbackMap = new Dictionary<int, EventObject> ();

		/// <summary>
		/// 注册事件
		/// </summary>
		/// <param name="id">事件ID</param>
		/// <param name="onCallback">事件回调</param>
		public static void Register (int id, Action<object> onCallback) {
			if (onCallback == null) {
				Debug.LogError (string.Format (LOG_CALLBACK_NULL, id));
				return;
			}

			EventObject eventObject = null;

			if (!Instance.m_CallbackMap.TryGetValue (id, out eventObject)) {
				eventObject = new EventObject {
					callback = onCallback
				};
				Instance.m_CallbackMap[id] = eventObject;
			} else {
				eventObject.callback -= onCallback;
				eventObject.callback += onCallback;
			}
		}

		/// <summary>
		/// 派发事件
		/// </summary>
		/// <param name="id">事件ID</param>
		/// <param name="msg">事件消息</param>
		public static void Broadcast (int id, object msg = null) {
			if (OnBroadcastEvent != null) {
				OnBroadcastEvent.Invoke (id, msg);
			}
			EventObject eventObject = null;
			if (!Instance.m_CallbackMap.TryGetValue (id, out eventObject)) {
				Debug.Log (string.Format (LOG_GET, id));
				return;
			}

			//检测是否启用缓存
			if (eventObject.isCache) {
				eventObject.cacheQueue.Enqueue (msg); //启用缓存,消息放入队列
				return;
			}

			//回调
			if (eventObject.callback != null) {
				eventObject.callback.Invoke (msg);
			}
		}

		/// <summary>
		/// 是否含有事件
		/// </summary>
		/// <param name="id">事件ID</param>
		/// <returns>返回结果</returns>
		public static bool HasEvent (int id) {
			return Instance.m_CallbackMap.ContainsKey (id);
		}

		/// <summary>
		/// 注销事件
		/// </summary>
		/// <param name="id">事件ID</param>
		/// <param name="onCallback">事件回调</param>
		public static void Cancel (int id, Action<object> onCallback) {
			if (onCallback == null) {
				Debug.LogError (string.Format (LOG_CALLBACK_NULL, id));
				return;
			}

			EventObject eventObject = null;
			if (Instance.m_CallbackMap.TryGetValue (id, out eventObject)) {
				eventObject.callback -= onCallback;
			}
		}

		/// <summary>
		/// 清理事件
		/// </summary>
		/// <param name="id">事件ID</param>
		public static void Clear (int id) {
			EventObject eventObject = null;
			if (Instance.m_CallbackMap.TryGetValue (id, out eventObject)) {
				eventObject.callback = null;
			}
		}

		/// <summary>
		/// 设置缓存消息
		/// </summary>
		/// <param name="id">事件ID</param>
		/// <param name="isCache">是否缓存</param>
		public static void SetCache (int id, bool isCache) {
			EventObject eventObject = null;
			if (!Instance.m_CallbackMap.TryGetValue (id, out eventObject)) {
				eventObject = new EventObject ();
				Instance.m_CallbackMap[id] = eventObject;
			}

			eventObject.isCache = isCache;
			if (!isCache) {
				if (eventObject.callback == null) {
					eventObject.cacheQueue.Clear ();
				} else {
					while (eventObject.cacheQueue.Count > 0) {
						object msg = eventObject.cacheQueue.Dequeue ();
						eventObject.callback.Invoke (msg);
					}
				}
			}
		}

		private class EventObject {
			/// <summary>
			/// 事件回调
			/// </summary>
			public Action<object> callback;

			/// <summary>
			/// 是否缓存
			/// </summary>
			public bool isCache = false;

			/// <summary>
			/// 缓存队列
			/// </summary>
			public Queue<object> cacheQueue = new Queue<object> ();
		}
	}
}

 

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