Unity3D教程-事件、委托机制在unity3d中的使用
关于Delegate作用我就不多说了,不懂的童鞋可以戳这看 ,Unity 中可以直接使用EventHandler实现事件委托,咱们直接事例吧。一、场景物体移动结束后事件监听
假如PlayerControl,移动结束后触发MoveComplete事件。
using UnityEngine;
using System.Collections;
using System;
public class PlayerControl : MonoBehaviour {
public event EventHandler MoveComplete;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonUp(0)) {
// Test logic for PlayerMoveComplete
PlayerMoveComplete();
}
}
void PlayerMoveComplete()
{
if (MoveComplete != null) {
MoveComplete(this, EventArgs.Empty);
}
}
}
事件接收处理
using UnityEngine;
using System.Collections;
using System;
public class GameManager : MonoBehaviour {
public static GameManager Instance;
public PlayerControl playerControl;
void Awake ()
{
// check there isn't more than one instance of the GameManager in the scene
if(Instance != null){
Debug.LogError("More than one GameManager found in the scene");
return;
}
// set the global instance
Instance = this;
}
// Use this for initialization
void Start () {
playerControl.MoveComplete += HandleMoveComplete;
}
void HandleMoveComplete (object sender, EventArgs e)
{
Debug.Log("MoveComplete:");
}
// Update is called once per frame
void Update () {
}
}
这里由于使用的EventHandler实现,所以在事件中无法传递自定义参数。
二、自定义Event,事件中传递自定义参数
1、自定义EventArgs
using UnityEngine;
using System.Collections;
using System;
public class PlayerMoveEventArgs : EventArgs {
private string message;
public PlayerMoveEventArgs(string message)
{
this.message = message;
}
public string Message
{
get{return message;}
}
}
public delegate void MoveCompleteHandle(object sender, PlayerMoveEventArgs e);
那么我们修改下PlayerControl
using UnityEngine;
using System.Collections;
using System;
public class PlayerControl : MonoBehaviour {
public event EventHandler MoveComplete;
public event MoveCompleteHandle CustomMoveComplete;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonUp(0)) {
// Test logic for PlayerMoveComplete
PlayerMoveComplete();
}
}
void PlayerMoveComplete()
{
if (MoveComplete != null) {
MoveComplete(this, EventArgs.Empty);
}
if (CustomMoveComplete != null) {
CustomMoveComplete(this, new PlayerMoveEventArgs("Move:" + this.name));
}
}
}
处理事件的我们也修改下
using UnityEngine;
using System.Collections;
using System;
public class GameManager : MonoBehaviour {
public static GameManager Instance;
public PlayerControl playerControl;
void Awake ()
{
// check there isn't more than one instance of the GameManager in the scene
if(Instance != null){
Debug.LogError("More than one GameManager found in the scene");
return;
}
// set the global instance
Instance = this;
}
// Use this for initialization
void Start () {
playerControl.MoveComplete += HandleMoveComplete;
playerControl.CustomMoveComplete += HandleCustomMoveComplete;
}
void HandleCustomMoveComplete (object sender, PlayerMoveEventArgs e)
{
Debug.Log("HandleCustomMoveComplete:" + e.Message);
}
void HandleMoveComplete (object sender, EventArgs e)
{
Debug.Log("MoveComplete:");
}
// Update is called once per frame
void Update () {
}
}
ok,现在你可以自由的玩耍了。好了,本篇unity3d教程关于event与delegate在unity3d中的使用到此结束。
资源地址: http://cg.silucg.com/dongman/unity3d/7994.html (分享请保留)
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