Ale*_*öln 5 c# unity-game-engine
好吧,我有点困惑。我UnityEvent通过本教程学习了消息系统。但是我有一个问题,我无法理解。如何将参数传递给调用函数?
例如(我EventManager在教程中喜欢):
void OnEnable() {
EventManager.StartListening ("OnPlayerTeleport", TeleportPlayer);
}
void OnDisable() {
EventManager.StopListening ("OnPlayerTeleport", TeleportPlayer);
}
void TeleportPlayer () {
float yPos = transform.position.y;
yPos += 20.0f;
transform.position = new Vector3 (transform.position.x, yPos, transform.position.z);
}
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我有触发器:
void Update () {
if (Input.GetButtonDown ("Teleport")) {
EventManager.TriggerEvent ("OnPlayerTeleport");
}
}
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但是,如果我想将“ height”值传递给函数“ TeleportPlayer”,该怎么办:
void TeleportPlayer (float h) {
float yPos = transform.position.y;
yPos += h;
transform.position = new Vector3 (transform.position.x, yPos, transform.position.z);
}
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我怎样才能做到这一点?
使用 C# delegate/Action 而不是 Unity 的UnityEvent. 它比Unity的事件要快。我前几天移植的。您只需要稍微修改一下即可获得您想要的内容。
1 .Make Actiontakefloat通过将所有Action声明更改为Action<float>这意味着它将允许带float参数的函数。
2.现在,让TriggerEvent函数接受一个float参数。通过改变
public static void TriggerEvent(string eventName)
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到
public static void TriggerEvent(string eventName, float h)
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这是新EventManager脚本。
using UnityEngine;
using System.Collections.Generic;
using System;
public class EventManager : MonoBehaviour
{
private Dictionary<string, Action<float>> 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<string, Action<float>>();
}
}
public static void StartListening(string eventName, Action<float> listener)
{
Action<float> thisEvent;
if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
{
thisEvent += listener;
}
else
{
thisEvent += listener;
instance.eventDictionary.Add(eventName, thisEvent);
}
}
public static void StopListening(string eventName, Action<float> listener)
{
if (eventManager == null) return;
Action<float> thisEvent;
if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
{
thisEvent -= listener;
}
}
public static void TriggerEvent(string eventName, float h)
{
Action<float> thisEvent = null;
if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
{
thisEvent.Invoke(h);
}
}
}
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测试:
public class Test : MonoBehaviour
{
void OnEnable()
{
EventManager.StartListening("OnPlayerTeleport", TeleportPlayer);
}
void OnDisable()
{
EventManager.StopListening("OnPlayerTeleport", TeleportPlayer);
}
void Update()
{
if (Input.GetButtonDown("Teleport"))
{
EventManager.TriggerEvent("OnPlayerTeleport", 5);
}
}
void TeleportPlayer(float h)
{
float yPos = transform.position.y;
yPos += h;
transform.position = new Vector3(transform.position.x, yPos, transform.position.z);
}
}
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