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135 lines
4.5 KiB
135 lines
4.5 KiB
3 years ago
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# 事件机制EventSystem
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ECS最重要的特性一是数据跟逻辑分离,二是数据驱动逻辑。什么是数据驱动逻辑呢?不太好理解,我们举个例子
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一个moba游戏,英雄都有血条,血条会在人物头上显示,也会在左上方头像UI上显示。这时候服务端发来一个扣血消息。我们怎么处理这个消息?第一种方法,在消息处理函数中修改英雄的血数值,修改头像上血条显示,同时修改头像UI的血条。这种方式很明显造成了模块间的耦合。第二种方法,扣血消息处理函数中只是改变血值,血值的改变抛出一个hpchange的事件,人物头像模块跟UI模块都订阅血值改变事件,在订阅的方法中分别处理自己的逻辑,这样各个模块负责自己的逻辑,没有耦合。
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ET提供了多种事件,事件都是可以多次订阅的:
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1. AwakeSystem,组件工厂创建组件后抛出,只抛出一次,可以带参数
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```csharp
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Player player = ComponentFactory.Create<Player>();
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// 订阅Player的Awake事件
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public class PlayerAwakeSystem: AwakeSystem<Player>
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{
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public override void Awake(Player self)
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{
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}
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}
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```
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2. StartSystem,组件UpdateSystem调用前抛出
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```csharp
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// 订阅Player的Start事件
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public class PlayerStartSystem: StartSystem<Player>
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{
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public override void Start(Player self)
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{
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}
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}
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```
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3. UpdateSystem,组件每帧抛出
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```csharp
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// 订阅Player的Update事件
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public class PlayerUpdateSystem: UpdateSystem<Player>
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{
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public override void Update(Player self)
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{
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}
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}
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```
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4. DestroySystem,组件删除时抛出
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```csharp
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// 订阅Player的Destroy事件
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public class PlayerDestroySystem: DestroySystem<Player>
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{
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public override void Destroy(Player self)
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{
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}
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}
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Player player = ComponentFactory.Create<Player>();
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// 这里会触发Destroy事件
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player.Dispose();
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```
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5. ChangeSystem,组件内容改变时抛出,需要开发者手动触发
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```csharp
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// 订阅Player的Destroy事件
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public class PlayerChangeSystem: ChangeSystem<Player>
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{
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public override void Change(Player self)
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{
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}
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}
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Player player = ComponentFactory.Create<Player>();
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// 需要手动触发ChangeSystem
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Game.EventSystem.Change(player);
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```
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6. DeserializeSystem,组件反序列化之后抛出
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```csharp
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// 订阅Player的Deserialize事件
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public class PlayerDeserializeSystem: DeserializeSystem<Player>
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{
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public override void Deserialize(Player self)
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{
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}
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}
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// 这里player2会触发Deserialize事件
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Player player2 = MongoHelper.FromBson<Player>(player.ToBson());
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```
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7. LoadSystem,EventSystem加载dll时抛出,用于服务端热更新,重新加载dll做一些处理,比如重新注册handler
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```csharp
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// 订阅Player的Load事件
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public class PlayerLoadSystem: LoadSystem<Player>
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{
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public override void Load(Player self)
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{
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}
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}
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```
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8. 普通的Event,由开发者自己抛出,可以最多带三个参数。另外客户端热更层也可以订阅mono层的Event事件
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```csharp
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int oldhp = 10;
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int newhp = 5;
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// 抛出hp改变事件
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Game.EventSystem.Run("HpChange", oldhp, newhp);
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// UI订阅hp改变事件
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[Event("HpChange")]
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public class HpChange_ShowUI: AEvent<int, int>
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{
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public override void Run(int a, int b)
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{
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throw new NotImplementedException();
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}
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}
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// 模型头顶血条模块也订阅hp改变事件
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[Event("HpChange")]
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public class HpChange_ModelHeadChange: AEvent<int, int>
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{
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public override void Run(int a, int b)
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{
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throw new NotImplementedException();
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}
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}
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```
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9. 除此之外还有很多事件,例如消息事件。消息事件使用MessageHandler来声明,可以带参数指定哪种服务器需要订阅。
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```csharp
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[MessageHandler(AppType.Gate)]
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public class C2G_LoginGateHandler : AMRpcHandler<C2G_LoginGate, G2C_LoginGate>
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{
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protected override void Run(Session session, C2G_LoginGate message, Action<G2C_LoginGate> reply)
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{
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G2C_LoginGate response = new G2C_LoginGate();
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reply(response);
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}
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}
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```
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更具体的消息事件等到讲消息的时候再细细讲解了
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10. 数值事件,数值模块再讲解
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......, 更多的事件由自己去开发。
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ET框架的逻辑就是由以上各种事件来驱动的。
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