Files
oops-plugin-framework/assets/core/common/event/MessageManager.ts
dgflash ee47857f2b 1. 整理框架中所有组件在属性检查器中显示路径
2. 框架部分源码关联在线文档
2024-10-13 12:55:33 +08:00

207 lines
6.0 KiB
TypeScript

import { log, warn } from "cc";
import { ListenerFunc } from "./EventMessage";
class EventData {
public event!: string;
public listener!: ListenerFunc;
public object: any;
}
/** 批量注册、移除全局事件对象 */
export class MessageEventData {
private events: Map<string, Array<EventData>> = new Map();
/**
* 注册全局事件
* @param event 事件名
* @param listener 处理事件的侦听器函数
* @param object 侦听函数绑定的作用域对象
*/
on(event: string, listener: ListenerFunc, object: object) {
let eds = this.events.get(event);
if (eds == null) {
eds = [];
this.events.set(event, eds);
}
let ed: EventData = new EventData();
ed.event = event;
ed.listener = listener;
ed.object = object;
eds.push(ed);
message.on(event, listener, object);
}
/**
* 移除全局事件
* @param event 事件名
*/
off(event: string) {
let eds = this.events.get(event);
if (!eds) return;
for (let eb of eds) {
message.off(event, eb.listener, eb.object);
}
this.events.delete(event);
}
/**
* 触发全局事件
* @param event 事件名
* @param args 事件参数
*/
dispatchEvent(event: string, ...args: any) {
message.dispatchEvent(event, ...args);
}
/** 清除所有的全局事件监听 */
clear() {
const keys = Array.from(this.events.keys());
for (let event of keys) {
this.off(event)
}
}
}
/**
* 全局消息管理
* @help https://gitee.com/dgflash/oops-framework/wikis/pages?sort_id=12037894&doc_id=2873565
* @example
// 注册持续监听的全局事件
export class RoleViewComp extends Component{
onLoad(){
// 监听全局事件
oops.message.on(GameEvent.GameServerConnected, this.onHandler, this);
}
protected onDestroy() {
// 对象释放时取消注册的全局事件
oops.message.off(GameEvent.GameServerConnected, this.onHandler, this);
}
private onHandler(event: string, args: any) {
switch (event) {
case GameEvent.GameServerConnected:
console.log("处理游戏服务器连接成功后的逻辑");
break;
}
}
}
// 注册只触发一次的全局事件
export class RoleViewComp extends Component{
onLoad(){
// 监听一次事件,事件响应后,该监听自动移除
oops.message.once(GameEvent.GameServerConnected, this.onHandler, this);
}
private onHandler(event: string, args: any) {
switch (event) {
case GameEvent.GameServerConnected:
console.log("处理游戏服务器连接成功后的逻辑");
break;
}
}
}
*/
export class MessageManager {
private events: Map<string, Array<EventData>> = new Map();
/**
* 注册全局事件
* @param event 事件名
* @param listener 处理事件的侦听器函数
* @param object 侦听函数绑定的作用域对象
*/
on(event: string, listener: ListenerFunc, object: object) {
if (!event || !listener) {
warn(`注册【${event}】事件的侦听器函数为空`);
return;
}
let eds = this.events.get(event);
if (eds == null) {
eds = [];
this.events.set(event, eds);
}
let length = eds.length;
for (let i = 0; i < length; i++) {
let bin = eds[i];
if (bin.listener == listener && bin.object == object) {
warn(`名为【${event}】的事件重复注册侦听器`);
}
}
let data: EventData = new EventData();
data.event = event;
data.listener = listener;
data.object = object;
eds.push(data);
}
/**
* 监听一次事件,事件响应后,该监听自动移除
* @param event 事件名
* @param listener 事件触发回调方法
* @param object 侦听函数绑定的作用域对象
*/
once(event: string, listener: ListenerFunc, object: object) {
let _listener: any = ($event: string, ...$args: any) => {
this.off(event, _listener, object);
_listener = null;
listener.call(object, $event, $args);
}
this.on(event, _listener, object);
}
/**
* 移除全局事件
* @param event 事件名
* @param listener 处理事件的侦听器函数
* @param object 侦听函数绑定的作用域对象
*/
off(event: string, listener: Function, object: object) {
let eds = this.events.get(event);
if (!eds) {
log(`名为【${event}】的事件不存在`);
return;
}
let length = eds.length;
for (let i = 0; i < length; i++) {
let bin: EventData = eds[i];
if (bin.listener == listener && bin.object == object) {
eds.splice(i, 1);
break;
}
}
if (eds.length == 0) {
this.events.delete(event);
}
}
/**
* 触发全局事件
* @param event 事件名
* @param args 事件参数
*/
dispatchEvent(event: string, ...args: any) {
let list = this.events.get(event);
if (list != null) {
let eds: Array<EventData> = list.concat();
let length = eds.length;
for (let i = 0; i < length; i++) {
let eventBin = eds[i];
eventBin.listener.call(eventBin.object, event, ...args);
}
}
}
}
export const message = new MessageManager();