我已经读完关于事件的文件,看着一对夫妇的教程,但是还有一些我仍然不握。在我见过的Event Managers事件管理器示例,将触发该事件的方法是在同一个class 作为事件管理器。喜欢这个:
using UnityEngine;
using System.Collections;
public class EventManager : MonoBehaviour {
public delegate void CheckpointHandler(int id);
public static event CheckpointHandler checkpointReached;
void OnGUI () {
if( GUI.Button(new Rect(5,5,150,40),"Checkpoint")){
checkpointReached(555);
}
}
}
所以在这里,EventManager 不仅定义委托和事件,而且还创建一个按钮,将触发该事件。
这是什么让我困惑。以为 EventManager 将什么也不做只是是定义的事件。然后你会解雇那些来自其他脚本的事件。有没有办法做到这一点吗?
我不喜欢此示例设置,因为它似乎必须将"EventManager"脚本附加到每个可能可以触发事件的对象的方式。如果有多个对象,可以引发同一事件吗?我需要将相同的"EventManager"附加到每一个人吗?
我想我可能会回答我自己的问题,但也许有人可以告诉我,是否这将执行成功与否。
我成立了 EvenManager 中的事件触发器,作为公共方法,然后使用拖放的方法将 EventManager 置于其他类,使其方法可为任何想要触发的事件。所以我的设置如下所示 (所有这些都连接到独立游戏对象):
using UnityEngine;
using System.Collections;
public class EventManager : MonoBehaviour {
//Here I define the delegates, events and the triggers that can be called to fire the event.
public delegate void CheckpointHandler(int id);
public static event CheckpointHandler checkpointReached;
public void hitCheckpoint (int id){
if (checkpointReached != null)
checkpointReached(id);
}
}
using UnityEngine;
using System.Collections;
public class EventTrigger : MonoBehaviour {
/******
In this class I can set up a method that will access the EventManager
(which has been dropped onto the em variable)
and fire the hitCheckpoint method,
which in turn sends the checkpointReached event.
******/
public EventManager em;
void OnGUI () {
if( GUI.Button(new Rect(5,5,150,40),"Checkpoint ")){
em.hitCheckpoint(555);
}
}
}
using UnityEngine;
using System.Collections;
public class EventListener : MonoBehaviour {
//This script listens for the event and prints a message to the log.
void OnEnable () {
EventManager.checkpointReached += HandleEventManagercheckpointReached;
}
void OnDisable(){
EventManager.checkpointReached -= HandleEventManagercheckpointReached;
}
void HandleEventManagercheckpointReached (int id)
{
Debug.Log ("Checkpoint reahed. ID is: " + id);
}
}