151 lines
3.8 KiB
Markdown
151 lines
3.8 KiB
Markdown
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# StrayFog 框架事件系统使用指南
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## 一、事件系统概述
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事件系统分为两类:
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- **STCEvent**:Server To Client(服务器到客户端消息)
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- **CTCEvent**:Client To Client(客户端内部消息)
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---
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## 二、定义事件
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### 2.1 定义事件枚举和参数
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```csharp
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// 事件ID枚举
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public enum GameEventId
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{
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PlayerLevelUp,
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EnemyKilled,
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GoldChanged
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}
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// 事件参数基类
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public class GameEventArgs : IHFEventArg<GameEventId>, IHFRecycle
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{
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public GameEventId eventId { get; set; }
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public void Recycle()
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{
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// 重置状态
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eventId = default;
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}
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}
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// 具体事件参数
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public class PlayerLevelUpEventArgs : GameEventArgs
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{
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public int playerId;
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public int oldLevel;
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public int newLevel;
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}
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```
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---
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## 三、UI窗口事件监听
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### 3.1 在窗口中注册CTCEvent
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```csharp
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[HFAssetBundlePath(enHFLanguageRootFolder.ASSETS_GAME_GAMEHFRESOURCE, "UIWindows/CardDeck/CardDeckWindow.prefab")]
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[HFUIWindowLayer(enHFUICanvasLayer.UIWindow, enHFUIWindowLayer.Dynamic, isIgnoreCloseByESC = false)]
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public class CardDeckWindow : AbsHFUIWindow
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{
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protected override void OnOpen(Action _onOpenComplete)
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{
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base.OnOpen(_onOpenComplete);
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// 注册客户端内部消息监听(CTCEvent)
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HFFunCatalogue.Event.CTCEvent.AddListener<HFEvent_CTC_CardUpdate>(enHFCTCEvent.CardUpdate, OnCardUpdate);
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}
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protected override void OnClose(Action _onCloseComplete)
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{
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base.OnClose(_onCloseComplete);
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// 取消客户端内部消息监听
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HFFunCatalogue.Event.CTCEvent.RemoveListener<HFEvent_CTC_CardUpdate>(enHFCTCEvent.CardUpdate, OnCardUpdate);
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}
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void OnCardUpdate(HFEventArgBase arg)
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{
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HFEvent_CTC_CardUpdate cardArg = arg as HFEvent_CTC_CardUpdate;
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// 更新卡组UI显示
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}
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}
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```
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> **注意**:UI窗口中**不监听服务器事件(STCEvent)**,服务器事件应在Logic层的Manager中监听。
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---
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## 四、Manager事件监听
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### 4.1 使用AbsHFSingleMonoBehaviour(需要Update)
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```csharp
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public class PlayerManager : AbsHFSingleMonoBehaviour<PlayerManager>
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{
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protected override int[] simulateBehaviourEvents => new int[]
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{
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enHFSimulateBehaviourEvent.Mono_Update,
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enHFSimulateBehaviourEvent.Mono_FixedUpdate
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};
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protected override void OnAfterCreateInstance()
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{
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base.OnAfterCreateInstance();
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RegisterServerEvents();
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}
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void RegisterServerEvents()
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{
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HFFunCatalogue.Event.STCEvent.AddListener<HFEvent_STC_PlayerInfo>(enHFSTCEvent.PlayerInfo, OnPlayerInfo);
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}
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void OnPlayerInfo(HFEventArgBase arg)
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{
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HFEvent_STC_PlayerInfo info = arg as HFEvent_STC_PlayerInfo;
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// 处理服务器返回的玩家信息
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// 触发客户端事件通知UI更新
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HFEvent_CTC_PlayerLevelUp evt = HFFunCatalogue.New<HFEvent_CTC_PlayerLevelUp>();
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evt.playerId = info.playerId;
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evt.newLevel = info.level;
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HFFunCatalogue.Event.CTCEvent.Dispatch(evt);
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}
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}
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```
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### 4.2 使用AbsHFSingleRunTime(纯逻辑)
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```csharp
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public class ConfigManager : AbsHFSingleRunTime<ConfigManager>
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{
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protected override void OnAfterCreateInstance()
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{
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base.OnAfterCreateInstance();
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// 加载配置表
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LoadConfigTables();
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}
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void LoadConfigTables()
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{
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// 加载配置数据
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}
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}
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```
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---
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## 五、Manager类型对比
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| 类型 | 说明 | 适用场景 |
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|-----|------|---------|
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| `AbsHFSingleMonoBehaviour` | 生成GameObject,可注册MonoBehaviour事件 | 需要Update/FixedUpdate等生命周期 |
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| `AbsHFSingleRunTime` | 纯内存单例,无GameObject | 不需要生命周期事件 |
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---
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**版本**: v1.0
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**生效日期**: 2026年
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**适用范围**: GiftGameX项目业务开发人员
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