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Books/3-2-事件模块.md
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Books/3-2-事件模块.md
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## 3-2.事件模块 - GameEvent
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高效的事件系统GameEventMgr,可以指定事件ID/事件String监听和分发事件。通过事件来驱动模块,如战斗的角色身上的事件流、UI和网络以及Model的数据流、开发中的绝大部分情况都可以通过事件来进行驱动。(配合UI模块或者拓展的战斗模块实现MVE[Model - View - Event]事件驱动架构)
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<strong>注:UI模块的事件和UI生命周期存在绑定,销毁UI时可以自动移除UI所监听的事件。(AddUIEvent)</strong>
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``` csharp
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public static int Hellp = StringId.StringToHash("Hellp.Hellp");
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class A
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{
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public A()
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{
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//添加事件监听string
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GameEvent.AddEventListener("TEngine很好用",TodoSomeThings);
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//添加事件监听int 事件ID
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GameEvent.AddEventListener(Hellp,TodoSomeThings2);
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}
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}
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class B
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{
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private void SaySomeThings()
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{
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//发送事件流
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GameEvent.Send("TEngine很好用");
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GameEvent.Send(Hellp);
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}
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}
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【举个例子:游戏中血量扣除的时候,服务器发来了一个减少Hp的消息包,
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我们可以在收到这个消息包的时候发送一个事件流,在玩家头顶的HP进度
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条组件/左上角Hp的UI血条组件添加一个监听事件,各个模块负责自己监听后的逻辑】
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Server -> SendMessage(ReduceHP)
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class ClientHandle
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{
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private void HandleMessage(MainPack mainpack)
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{
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...
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HpPack hpPack = mainpack.hpPack;
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int playerId = mainpack.playerId;
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var player = PlayerMgr.Instance.GetPlayer(playerId);
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if(player != null){
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player.Event.Send("Hpchange",hpPack); //局部的事件管理器
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GameEvent.Send("Hpchange",hpPack); //全局事件中心
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}
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}
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}
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class PlayerHp
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{
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public ECSEventCmpt Event { get; set; }
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PlayerHp(){
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Event.AddEventListener<HpPack>(Hellp,HandleUpChange);
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}
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}
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[Window(UILayer.UI)]
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class BattleMainUI: UIWindow
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{
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public override void RegisterEvent()
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{
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AddUIEvent<HpPack>(Hellp,HandleUpChange);
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}
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public void HandleUpChange(HpPack pack){}
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}
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```
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