ET的动态添加事件和触发组件

本文介绍了一个用于Unity游戏开发的热更新事件系统,该系统允许开发者在不重启应用的情况下动态添加按钮点击事件和各种触发事件。通过简单的API调用,可以轻松地为UI元素添加事件监听器,并提供了选项来清除先前注册的事件。

功能就是在热更层里动态添加事件、触发等事件、使用起来也非常简单,代码也不多。


using ETModel;
using System; using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace ETHotfix
{
[ObjectSystem]
public class MonoEventComponentAwakeSystem : AwakeSystem<MonoEventComponent>
{
public override void Awake(MonoEventComponent self)
{
self.Awake();
}
}
public class MonoEventComponent: Component
{
public static MonoEventComponent Instance;
public void Awake()
{
Instance = this;
}
public void AddButtonClick(Button obj, Action action)
{
AddButtonClick(obj, true, action);
}
/// <summary> /// 添加ButtonClick事件 /// </summary>
/// <param name=”obj”>Button组件</param>
/// <param name=”IsRemoveAllListeners”>是否清除以前注册的事件</param>
/// <param name=”action”>回调函数</param>
public void AddButtonClick(Button obj, bool IsRemoveAllListeners, Action action)
{
if (IsRemoveAllListeners) obj.onClick.RemoveAllListeners(); obj.onClick.Add(action);
}
/// <summary> /// 添加触发事件 /// </summary>
/// <param name=”obj”>GameObject</param>
/// <param name=”eventTriggerType”>EventTriggerType</param>
/// <param name=”action”>回调函数</param>
/// <returns></returns>
public EventTrigger AddEventTrigger(GameObject obj, EventTriggerType eventTriggerType, Action<BaseEventData> action)
{
return AddEventTrigger(obj, eventTriggerType, true, action);
}
/// <summary> /// 添加触发事件 /// </summary>
/// <param name=”obj”>GameObject</param>
/// <param name=”eventTriggerType”>EventTriggerType</param>
/// <param name=”IsRemoveAllListeners”>添加事件是否清空以前添加的事件</param>
/// <param name=”action”>回调函数</param>
/// <returns></returns>
public EventTrigger AddEventTrigger( GameObject obj, EventTriggerType eventTriggerType, bool IsRemoveAllListeners, Action<BaseEventData> action)
{
return AddEventTrigger(obj, eventTriggerType, IsRemoveAllListeners, false, action);
}
/// <summary> /// 添加触发事件 /// </summary>
/// <param name=”obj”>GameObject</param>
/// <param name=”eventTriggerType”>EventTriggerType</param>
/// <param name=”IsRemoveAllListeners”>添加事件是否清空以前添加的事件</param>
/// <param name=”IsClearTriggers”>是否清除GameObject上所有触发事件</param>
/// <param name=”action”>回调函数</param>
/// <returns></returns>
public EventTrigger AddEventTrigger( GameObject obj, EventTriggerType eventTriggerType, bool IsRemoveAllListeners, bool IsClearTriggers, Action<BaseEventData> action)
{
if (obj == null) return null;
EventTrigger eventTrigger = obj.GetComponent<EventTrigger>() ?? obj.AddComponent<EventTrigger>();
EventTrigger.Entry entry = new EventTrigger.Entry { eventID = eventTriggerType };
UnityAction<BaseEventData> callback = new UnityAction<BaseEventData>(action); entry.callback.AddListener(callback); if (IsClearTriggers) eventTrigger.triggers.Clear();
eventTrigger.triggers.Add(entry); return eventTrigger;
}
}

}

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