EventGroup.cs 1.2 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. public class EventGroup
  5. {
  6. private readonly Dictionary<System.Type, List<Action<IEventMessage>>> _cachedListener = new Dictionary<System.Type, List<Action<IEventMessage>>>();
  7. /// <summary>
  8. /// 添加一个监听
  9. /// </summary>
  10. public void AddListener<TEvent>(System.Action<IEventMessage> listener) where TEvent : IEventMessage
  11. {
  12. System.Type eventType = typeof(TEvent);
  13. if (_cachedListener.ContainsKey(eventType) == false)
  14. _cachedListener.Add(eventType, new List<Action<IEventMessage>>());
  15. if (_cachedListener[eventType].Contains(listener) == false)
  16. {
  17. _cachedListener[eventType].Add(listener);
  18. EventManager.AddListener(eventType, listener);
  19. }
  20. else
  21. {
  22. UnityEngine.Debug.LogWarning($"Event listener is exist : {eventType}");
  23. }
  24. }
  25. /// <summary>
  26. /// 移除所有缓存的监听
  27. /// </summary>
  28. public void RemoveAllListener()
  29. {
  30. foreach (var pair in _cachedListener)
  31. {
  32. System.Type eventType = pair.Key;
  33. for (int i = 0; i < pair.Value.Count; i++)
  34. {
  35. EventManager.RemoveListener(eventType, pair.Value[i]);
  36. }
  37. pair.Value.Clear();
  38. }
  39. _cachedListener.Clear();
  40. }
  41. }