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