Unity EventManager与委托而不是UnityEvent

我正在使用UnityEvent查找此Manager的 c#委托版本。 我不想使用它,因为UnityEvent在大多数时候比C#事件慢。

有关如何实现这一点的任何线索?

你可以使用Action ,它实际上是一个像这样声明的委托:

 namespace System { public delegate void Action(); } 

1.从使用委托的System命名空间中UnityAction所有UnityAction with Action

2. thisEvent.AddListener(listener);所有thisEvent.AddListener(listener); with thisEvent += listener;

3. thisEvent.RemoveListener(listener);所有thisEvent.RemoveListener(listener); with thisEvent -= listener;

这是Unity的原始 EventManager的修改版本移植到使用委托/ Action。

没有参数:

 using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class EventManager : MonoBehaviour { private Dictionary eventDictionary; private static EventManager eventManager; public static EventManager instance { get { if (!eventManager) { eventManager = FindObjectOfType(typeof(EventManager)) as EventManager; if (!eventManager) { Debug.LogError("There needs to be one active EventManger script on a GameObject in your scene."); } else { eventManager.Init(); } } return eventManager; } } void Init() { if (eventDictionary == null) { eventDictionary = new Dictionary(); } } public static void StartListening(string eventName, Action listener) { Action thisEvent; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { //Add more event to the existing one thisEvent += listener; //Update the Dictionary instance.eventDictionary[eventName] = thisEvent; } else { //Add event to the Dictionary for the first time thisEvent += listener; instance.eventDictionary.Add(eventName, thisEvent); } } public static void StopListening(string eventName, Action listener) { if (eventManager == null) return; Action thisEvent; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { //Remove event from the existing one thisEvent -= listener; //Update the Dictionary instance.eventDictionary[eventName] = thisEvent; } } public static void TriggerEvent(string eventName) { Action thisEvent = null; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.Invoke(); // OR USE instance.eventDictionary[eventName](); } } } 

测试脚本:

下面的测试脚本通过每2秒触发一次事件来测试事件。

 public class TestScript: MonoBehaviour { private Action someListener; void Awake() { someListener = new Action(SomeFunction); StartCoroutine(invokeTest()); } IEnumerator invokeTest() { WaitForSeconds waitTime = new WaitForSeconds(2); while (true) { yield return waitTime; EventManager.TriggerEvent("test"); yield return waitTime; EventManager.TriggerEvent("Spawn"); yield return waitTime; EventManager.TriggerEvent("Destroy"); } } void OnEnable() { EventManager.StartListening("test", someListener); EventManager.StartListening("Spawn", SomeOtherFunction); EventManager.StartListening("Destroy", SomeThirdFunction); } void OnDisable() { EventManager.StopListening("test", someListener); EventManager.StopListening("Spawn", SomeOtherFunction); EventManager.StopListening("Destroy", SomeThirdFunction); } void SomeFunction() { Debug.Log("Some Function was called!"); } void SomeOtherFunction() { Debug.Log("Some Other Function was called!"); } void SomeThirdFunction() { Debug.Log("Some Third Function was called!"); } } 

带参数:

从其他问题来看,大多数人都在问如何支持参数。 这里是。 您可以使用class / struct作为参数,然后将要传递的所有变量添加到此类/ struct中的函数中。 我将使用EventParam作为示例。 您可以在此代码末尾的事件EventParam结构中添加/删除要传递的变量。

 using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class EventManager : MonoBehaviour { private Dictionary> eventDictionary; private static EventManager eventManager; public static EventManager instance { get { if (!eventManager) { eventManager = FindObjectOfType(typeof(EventManager)) as EventManager; if (!eventManager) { Debug.LogError("There needs to be one active EventManger script on a GameObject in your scene."); } else { eventManager.Init(); } } return eventManager; } } void Init() { if (eventDictionary == null) { eventDictionary = new Dictionary>(); } } public static void StartListening(string eventName, Action listener) { Action thisEvent; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { //Add more event to the existing one thisEvent += listener; //Update the Dictionary instance.eventDictionary[eventName] = thisEvent; } else { //Add event to the Dictionary for the first time thisEvent += listener; instance.eventDictionary.Add(eventName, thisEvent); } } public static void StopListening(string eventName, Action listener) { if (eventManager == null) return; Action thisEvent; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { //Remove event from the existing one thisEvent -= listener; //Update the Dictionary instance.eventDictionary[eventName] = thisEvent; } } public static void TriggerEvent(string eventName, EventParam eventParam) { Action thisEvent = null; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.Invoke(eventParam); // OR USE instance.eventDictionary[eventName](eventParam); } } } //Re-usable structure/ Can be a class to. Add all parameters you need inside it public struct EventParam { public string param1; public int param2; public float param3; public bool param4; } 

测试脚本:

 public class Test : MonoBehaviour { private Action someListener1; private Action someListener2; private Action someListener3; void Awake() { someListener1 = new Action(SomeFunction); someListener2 = new Action(SomeOtherFunction); someListener3 = new Action(SomeThirdFunction); StartCoroutine(invokeTest()); } IEnumerator invokeTest() { WaitForSeconds waitTime = new WaitForSeconds(0.5f); //Create parameter to pass to the event EventParam eventParam = new EventParam(); eventParam.param1 = "Hello"; eventParam.param2 = 99; eventParam.param3 = 43.4f; eventParam.param4 = true; while (true) { yield return waitTime; EventManager.TriggerEvent("test", eventParam); yield return waitTime; EventManager.TriggerEvent("Spawn", eventParam); yield return waitTime; EventManager.TriggerEvent("Destroy", eventParam); } } void OnEnable() { //Register With Action variable EventManager.StartListening("test", someListener1); EventManager.StartListening("Spawn", someListener2); EventManager.StartListening("Destroy", someListener3); //OR Register Directly to function EventManager.StartListening("test", SomeFunction); EventManager.StartListening("Spawn", SomeOtherFunction); EventManager.StartListening("Destroy", SomeThirdFunction); } void OnDisable() { //Un-Register With Action variable EventManager.StopListening("test", someListener1); EventManager.StopListening("Spawn", someListener2); EventManager.StopListening("Destroy", someListener3); //OR Un-Register Directly to function EventManager.StopListening("test", SomeFunction); EventManager.StopListening("Spawn", SomeOtherFunction); EventManager.StopListening("Destroy", SomeThirdFunction); } void SomeFunction(EventParam eventParam) { Debug.Log("Some Function was called!"); } void SomeOtherFunction(EventParam eventParam) { Debug.Log("Some Other Function was called!"); } void SomeThirdFunction(EventParam eventParam) { Debug.Log("Some Third Function was called!"); } }