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Unity3D C# Event Manager
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class EventManager : MonoBehaviour { | |
public bool LimitQueueProcesing = false; | |
public float QueueProcessTime = 0.0f; | |
private static EventManager s_Instance = null; | |
private Queue m_eventQueue = new Queue(); | |
public delegate void EventDelegate<T> (T e) where T : GameEvent; | |
private delegate void EventDelegate (GameEvent e); | |
private Dictionary<System.Type, EventDelegate> delegates = new Dictionary<System.Type, EventDelegate>(); | |
private Dictionary<System.Delegate, EventDelegate> delegateLookup = new Dictionary<System.Delegate, EventDelegate>(); | |
private Dictionary<System.Delegate, System.Delegate> onceLookups = new Dictionary<System.Delegate, System.Delegate>(); | |
// override so we don't have the typecast the object | |
public static EventManager Instance { | |
get { | |
if (s_Instance == null) { | |
s_Instance = GameObject.FindObjectOfType (typeof(EventManager)) as EventManager; | |
if (s_Instance == null) { | |
Debug.LogError ("There needs to be one active EventManager script on a GameObject in your scene."); | |
} | |
} | |
return s_Instance; | |
} | |
} | |
private EventDelegate AddDelegate<T>(EventDelegate<T> del) where T : GameEvent { | |
// Early-out if we've already registered this delegate | |
if (delegateLookup.ContainsKey(del)) | |
return null; | |
// Create a new non-generic delegate which calls our generic one. | |
// This is the delegate we actually invoke. | |
EventDelegate internalDelegate = (e) => del((T)e); | |
delegateLookup[del] = internalDelegate; | |
EventDelegate tempDel; | |
if (delegates.TryGetValue(typeof(T), out tempDel)) { | |
delegates[typeof(T)] = tempDel += internalDelegate; | |
} else { | |
delegates[typeof(T)] = internalDelegate; | |
} | |
return internalDelegate; | |
} | |
public void AddListener<T> (EventDelegate<T> del) where T : GameEvent { | |
AddDelegate<T>(del); | |
} | |
public void AddListenerOnce<T> (EventDelegate<T> del) where T : GameEvent { | |
EventDelegate result = AddDelegate<T>(del); | |
if(result != null){ | |
// remember this is only called once | |
onceLookups[result] = del; | |
} | |
} | |
public void RemoveListener<T> (EventDelegate<T> del) where T : GameEvent { | |
EventDelegate internalDelegate; | |
if (delegateLookup.TryGetValue(del, out internalDelegate)) { | |
EventDelegate tempDel; | |
if (delegates.TryGetValue(typeof(T), out tempDel)){ | |
tempDel -= internalDelegate; | |
if (tempDel == null){ | |
delegates.Remove(typeof(T)); | |
} else { | |
delegates[typeof(T)] = tempDel; | |
} | |
} | |
delegateLookup.Remove(del); | |
} | |
} | |
public void RemoveAll(){ | |
delegates.Clear(); | |
delegateLookup.Clear(); | |
onceLookups.Clear(); | |
} | |
public bool HasListener<T> (EventDelegate<T> del) where T : GameEvent { | |
return delegateLookup.ContainsKey(del); | |
} | |
public void TriggerEvent (GameEvent e) { | |
EventDelegate del; | |
if (delegates.TryGetValue(e.GetType(), out del)) { | |
del.Invoke(e); | |
// remove listeners which should only be called once | |
foreach(EventDelegate k in delegates[e.GetType()].GetInvocationList()){ | |
if(onceLookups.ContainsKey(k)){ | |
delegates[e.GetType()] -= k; | |
if(delegates[e.GetType()] == null) | |
{ | |
delegates.Remove(e.GetType()); | |
} | |
delegateLookup.Remove(onceLookups[k]); | |
onceLookups.Remove(k); | |
} | |
} | |
} else { | |
Debug.LogWarning("Event: " + e.GetType() + " has no listeners"); | |
} | |
} | |
//Inserts the event into the current queue. | |
public bool QueueEvent(GameEvent evt) { | |
if (!delegates.ContainsKey(evt.GetType())) { | |
Debug.LogWarning("EventManager: QueueEvent failed due to no listeners for event: " + evt.GetType()); | |
return false; | |
} | |
m_eventQueue.Enqueue(evt); | |
return true; | |
} | |
//Every update cycle the queue is processed, if the queue processing is limited, | |
//a maximum processing time per update can be set after which the events will have | |
//to be processed next update loop. | |
void Update() { | |
float timer = 0.0f; | |
while (m_eventQueue.Count > 0) { | |
if (LimitQueueProcesing) { | |
if (timer > QueueProcessTime) | |
return; | |
} | |
GameEvent evt = m_eventQueue.Dequeue() as GameEvent; | |
TriggerEvent(evt); | |
if (LimitQueueProcesing) | |
timer += Time.deltaTime; | |
} | |
} | |
public void OnApplicationQuit(){ | |
RemoveAll(); | |
m_eventQueue.Clear(); | |
s_Instance = null; | |
} | |
} |
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