UnityEvent的使用方法
2020-01-17 本文已影响0人
UnityPlane
UnityEvent本质上是继承自UnityEventBase的类,它的AddListener()方法能够注册UnityAction,RemoveListener能够取消注册UnityAction,还有Invoke()方法能够一次性调用所有注册了的UnityAction。UnityEvent也有数个泛型版本(参数最多也是4个),但要注意的一点是,UnityAction的所有带参数的泛型版本都是抽象类(abstract),所以如果要使用的话,需要自己声明一个类继承之,然后再实例化该类才可以使用
unityevent是可以带参数的
首先是无参法使用
using UnityEngine;
using UnityEngine.Events;
public class Unityevent1 : MonoBehaviour
{
UnityEvent Myevent;
// Start is called before the first frame update
void Start()
{
if (Myevent == null)
Myevent = new UnityEvent();
Myevent.AddListener(Ping);
}
private void Update()
{
if (Input.anyKeyDown && Myevent != null)
{
Myevent.Invoke();
}
}
void Ping()
{
Debug.Log("Ping");
}
}
其次是带有参数的使用方法
using System;
using UnityEngine;
using UnityEngine.Events;
[Serializable]
public class MyIntEvent : UnityEvent<int>//最多可以传4个值
{
}
public class unityevent2 : MonoBehaviour
{
public MyIntEvent m_MyEvent;
// Start is called before the first frame update
void Start()
{
if (m_MyEvent == null)
m_MyEvent = new MyIntEvent();
m_MyEvent.AddListener(Ping);
}
// Update is called once per frame
void Update()
{
if (Input.anyKeyDown && m_MyEvent != null)
{
m_MyEvent.Invoke(5); //调用传参,并传入参数,最多4个参数
}
}
void Ping(int i)
{
Debug.Log("Ping" + i);
}
}