Event基类设计

===========================================================
using System;
public  class BaseEvent<T> where T: BaseEvent<T>
{
    //事件基类
    private static Action mOnEvent;
    /// <summary>
    /// 添加监听器
    /// </summary>
    /// <param name="listener"></param>
    public static void AddListener( Action listener)
    {
        mOnEvent += listener;
    }
    /// <summary>
    /// 移除监听器
    /// </summary>
    /// <param name="listener"></param>
    public static void RemoveListener( Action listener)
    {
        mOnEvent -= listener;
    }
    /// <summary>
    /// 触发事件
    /// </summary>
    public static void SendEvent()
    {
       mOnEvent?.Invoke();
    }
    /// <summary>
    /// 销毁
    /// </summary>
    void Destroy()
    {
        mOnEvent = null;
    }   
}
===========================================================
public  class GamePassEvent : BaseEvent<GamePassEvent>
{
    
}

public  class GameStartEvent : BaseEvent<GamePassEvent>
{
    
}
===========================================================
using System;
using UnityEngine;
using UnityEngine.UI;

public class Game : MonoBehaviour
{
     private void Start()
     {
        // 注册得分事件监听器
        GamePassEvent.AddListener(OnGamePass);
        GameStartEvent.AddListener(OnGameStart);
         GameObject.Find("GamePass").GetComponent<Button>().onClick.AddListener(() =>
         {
             GamePassEvent.SendEvent();//触发事件
         });
        GameObject.Find("GameStart").GetComponent<Button>().onClick.AddListener(() =>
        {
            GameStartEvent.SendEvent();//触发事件
        });
    }

    private void OnGameStart()
    {
        Debug.Log("Game Start!");
    }

    private void OnGamePass()
    {
        Debug.Log("Game Pass!");
    }
}

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