HAARFTE/Assets/DemoGame/GameScript/Loader/Event/EventManager.cs

238 lines
7.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace ZC
{
public class EventManager : IEventManager
{
private static EventManager instance;
public static EventManager Instance
{
get
{
if (instance == null)
{
instance = new EventManager();
}
return instance;
}
}
private readonly Dictionary<int, List<EventHandler<GameEventArgs>>> m_EventPool;
private EventHandler<GameEventArgs> m_DefaultHandler;
private Queue<EventInfo> m_EventInfos;
private Queue<EventHandler<GameEventArgs>> _cache;
/// <summary>
/// 初始化事件管理器的新实例。
/// </summary>
public EventManager()
{
m_EventInfos = new Queue<EventInfo>();
_cache = new Queue<EventHandler<GameEventArgs>>();
m_EventPool = new Dictionary<int, List<EventHandler<GameEventArgs>>>();
}
/// <summary>
/// 获取事件处理函数的数量。
/// </summary>
public int EventHandlerCount
{
get { return m_EventPool.Count; }
}
/// <summary>
/// 获取事件数量。
/// </summary>
public int EventCount
{
get { return m_EventPool.Count; }
}
public int Count(int id)
{
if (!m_EventPool.TryGetValue(id, out var list))
{
return 0;
}
return list.Count;
}
/// <summary>
/// 检查是否存在事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要检查的事件处理函数。</param>
/// <returns>是否存在事件处理函数。</returns>
public bool Check(int id, EventHandler<GameEventArgs> handler)
{
if (handler == null)
{
throw new Exception("Event handler is invalid.");
}
if (!m_EventPool.TryGetValue(id, out var list) || list.Count == 0)
{
return false;
}
return list.Contains(handler);
}
/// <summary>
/// 订阅事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要订阅的事件处理函数。</param>
public void Subscribe(int id, EventHandler<GameEventArgs> handler)
{
if (handler == null)
{
throw new Exception("Event handler is invalid.");
}
if (!m_EventPool.TryGetValue(id, out var list))
{
m_EventPool[id] = list = new List<EventHandler<GameEventArgs>>();
}
list.Add(handler);
}
/// <summary>
/// 取消订阅事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要取消订阅的事件处理函数。</param>
public void Unsubscribe(int id, EventHandler<GameEventArgs> handler)
{
if (handler == null)
{
throw new Exception("Event handler is invalid.");
}
if (!m_EventPool.TryGetValue(id, out var list))
{
throw new Exception($"Event '{id}' not exists specified handler.");
}
if (list.Count == 0)
{
throw new Exception($"Event '{id}' not exists specified handler.");
}
var indexOf = list.IndexOf(handler);
if (indexOf == -1)
{
throw new Exception($"Event '{id}' not exists specified handler.");
}
list.RemoveAt(indexOf);
if (list.Count == 0)
{
m_EventPool.Remove(id);
}
}
/// <summary>
/// 设置默认事件处理函数。
/// </summary>
/// <param name="handler">要设置的默认事件处理函数。</param>
public void SetDefaultHandler(EventHandler<GameEventArgs> handler)
{
m_DefaultHandler = handler;
}
struct EventInfo
{
public object sender { get; }
public GameEventArgs args { get; }
public EventInfo(object sender, GameEventArgs args)
{
this.sender = sender;
this.args = args;
}
}
/// <summary>
/// 抛出事件,这个操作是线程安全的,即使不在主线程中抛出,也可保证在主线程中回调事件处理函数,但事件会在抛出后的下一帧分发。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
public void Fire(object sender, GameEventArgs e)
{
if (e == null)
{
throw new Exception("Event is invalid.");
}
m_EventInfos.Enqueue(new EventInfo(sender, e));
}
/// <summary>
/// 抛出事件立即模式,这个操作不是线程安全的,事件会立刻分发。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
public void FireNow(object sender, GameEventArgs e)
{
if (e == null)
{
throw new Exception("Event is invalid.");
}
HandleEvent(sender, e);
}
/// <summary>
/// 每帧调用
/// </summary>
public void Update()
{
while (m_EventInfos.Count > 0)
{
var eventInfo = m_EventInfos.Dequeue();
HandleEvent(eventInfo.sender, eventInfo.args);
}
}
/// <summary>
/// 处理事件结点。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
private void HandleEvent(object sender, GameEventArgs e)
{
if (!m_EventPool.TryGetValue(e.Id, out var list) || list.Count == 0)
{
if (m_DefaultHandler != null)
{
m_DefaultHandler(sender, e);
return;
}
else
{
return;
Debug.LogWarning($"Event '{e.Id}' not allow no handler.");
// throw new ArgumentException(string.Format("Event '{0}' not allow no handler.", e.Id));
}
}
foreach (var eventHandler in list)
{
_cache.Enqueue(eventHandler);
}
while (_cache.Count > 0)
{
var eventHandler = _cache.Dequeue();
eventHandler.Invoke(sender, e);
}
}
}
}