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@DomGries
Created September 26, 2012 06:46
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using System;
using System.Collections.Generic;
public class GameEvent
{
}
public class EventMessenger
{
static EventMessenger _instance;
public static EventMessenger Instance
{
get
{
if (_instance == null)
{
_instance = new EventMessenger();
}
return _instance;
}
}
public delegate void EventDelegate<T>(T e) where T : GameEvent;
readonly Dictionary<Type, Delegate> _delegates = new Dictionary<Type, Delegate>();
public void AddListener<T>(EventDelegate<T> listener) where T : GameEvent
{
Delegate d;
if (_delegates.TryGetValue(typeof(T), out d))
{
_delegates[typeof(T)] = Delegate.Combine(d, listener);
}
else
{
_delegates[typeof(T)] = listener;
}
}
public void RemoveListener<T>(EventDelegate<T> listener) where T : GameEvent
{
Delegate d;
if (_delegates.TryGetValue(typeof(T), out d))
{
Delegate currentDel = Delegate.Remove(d, listener);
if (currentDel == null)
{
_delegates.Remove(typeof(T));
}
else
{
_delegates[typeof(T)] = currentDel;
}
}
}
public void Raise<T>(T e) where T : GameEvent
{
if (e == null)
{
throw new ArgumentNullException("e");
}
Delegate d;
if (_delegates.TryGetValue(typeof(T), out d))
{
EventDelegate<T> callback = d as EventDelegate<T>;
if (callback != null)
{
callback(e);
}
}
}
}
@jasonmirk
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How do you Raise and event using this script? EventMessenger.Instance.Raise(e);
Doesnt work.

@SavedByZero
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You don't need to use it as a singleton, do you? I'd rather not have every listener have to wade through every similar event of its kind before finding what it needs.

I've tried it as a regular class and it seems to work. Any performance pitfalls as a non-singleton?

@frideal
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frideal commented Jan 29, 2016

Nice~

@dibley1973
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Awesome. I was using .Contains(...) but now using your technique. Thanks!

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