unityzgy/Assets/Scripts/PublicTool/EventCenter.cs
ayuan9957 bf12e02276 feat: 多语言本地化系统 - 支持中/英/法/俄实时切换
- LocalizationManager: 新增翻译表(SetFormatted/SetDuration/LocalizeOperateMsg)
- LoginPanel: InputField placeholder本地化、字体颜色保持
- HistoryPanel: 用时数据本地化、placeholder本地化
- RecordDetailPanel: 操作详情消息本地化(LanguageChanged重建)
- AppraiseWindowBase: 评价等级本地化、操作消息重建
- EditorAppraiser: 所有评估消息改用InjectOperateMsgLocalized
- StudentOperateRecorder: 新增InjectOperateMsgLocalized方法
- LocalizationLanguageTestBar: 单例模式、ScreenSpaceOverlay筛选
- 字体切换时保留颜色和verticalOverflow
2026-07-16 10:05:59 +08:00

181 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using DevelopEngine;
public interface IEventInfo
{ }
public class EventInfo<T,K> : IEventInfo
{
public UnityAction<T,K> actions;
public EventInfo(UnityAction<T,K> action)
{
actions += action;
}
}
public class EventInfo<T> : IEventInfo
{
public UnityAction<T> actions;
public EventInfo(UnityAction<T> action)
{
actions += action;
}
}
public class EventInfo : IEventInfo
{
public UnityAction actions;
public EventInfo(UnityAction action)
{
actions += action;
}
}
///<summary>
///1.Dictionary
/// 多波委托 使用时注意事件生命周期 及时注销
///<summary>
public class EventCenter : MonoSingleton<EventCenter>
{
private Dictionary<string, IEventInfo> eventDic =
new Dictionary<string, IEventInfo>();
/// <summary>
/// 添加事件监听
/// </summary>
/// <param name="name">事件名字</param>
/// <param name="action"> 事件 的委托函数</param>
public void AddEventListener<T,K>(string name, UnityAction<T,K> action)
{
if (eventDic.ContainsKey(name))
{
(eventDic[name] as EventInfo<T,K>).actions += action;//将委托事件添加进去
}
else
{
eventDic.Add(name, new EventInfo<T,K>(action));
}
}
/// <summary>
/// 添加事件监听
/// </summary>
/// <param name="name">事件名字</param>
/// <param name="action"> 事件 的委托函数</param>
public void AddEventListener<T>(string name, UnityAction<T> action)
{
if (eventDic.ContainsKey(name))
{
(eventDic[name] as EventInfo<T>).actions += action;//将委托事件添加进去
}
else
{
eventDic.Add(name, new EventInfo<T>(action));
}
}
public void AddEventListener(string name, UnityAction action)
{
if (eventDic.ContainsKey(name))
{
(eventDic[name] as EventInfo).actions += action;//将委托事件添加进去
}
else
{
eventDic.Add(name, new EventInfo(action));
}
}
/// <summary>
/// 移出事件监听
/// </summary>
/// <param name="name"></param>
/// <param name="action"></param>
public void RemoveEnvetListener<T,K>(string name, UnityAction<T,K> action)
{
if (eventDic.ContainsKey(name))
{
(eventDic[name] as EventInfo<T,K>).actions -= action;
}
}
/// <summary>
/// 移出事件监听
/// </summary>
/// <param name="name"></param>
/// <param name="action"></param>
public void RemoveEnvetListener<T>(string name, UnityAction<T> action)
{
if (eventDic.ContainsKey(name))
{
(eventDic[name] as EventInfo<T>).actions -= action;
}
}
public void RemoveEnvetListener(string name, UnityAction action)
{
if (eventDic.ContainsKey(name))
{
(eventDic[name] as EventInfo).actions -= action;
}
}
/// <summary>
/// 执行事件触发
/// </summary>
/// <param name="name"> 事件名字</param>
public void EventTrigger<T>(string name, T info)
{
if (eventDic.ContainsKey(name))
{
//eventDic[name]();
//eventDic[name].Invoke();
if ((eventDic[name] as EventInfo<T>).actions != null)
(eventDic[name] as EventInfo<T>).actions.Invoke(info);
}
}
/// <summary>
/// 执行事件触发
/// </summary>
/// <param name="name"> 事件名字</param>
public void EventTrigger<T,K>(string name, T info,K info1)
{
if (eventDic.ContainsKey(name))
{
//eventDic[name]();
//eventDic[name].Invoke();
if ((eventDic[name] as EventInfo<T,K>).actions != null)
(eventDic[name] as EventInfo<T,K>).actions.Invoke(info,info1);
}
}
public void EventTrigger(string name)
{
if (eventDic.ContainsKey(name))
{
//eventDic[name]();
//eventDic[name].Invoke();
if ((eventDic[name] as EventInfo).actions != null)
(eventDic[name] as EventInfo).actions.Invoke();
}
}
/// <summary>
/// 清空事件监听
/// </summary>
public void Clear()
{
eventDic.Clear();
}
}