- 删除 01~05 旧中文教程目录 - 将 03 核心功能教程拆分为各 framework 模块的子文档 - 06 工具脚本移入 modules/frameworks/编辑器工具/UI工具/ - 非框架内容合并进 rules/20-开发规则.md 与 rules/40-工作流清单.md - 更新所有交叉链接与文档关联表 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
169 lines
4.7 KiB
Markdown
169 lines
4.7 KiB
Markdown
# 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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---
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## 文档关联
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> 当本文档发生变更时,应同步检查以下关联文档,避免信息不一致。
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| 文档 | 关联原因 |
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|---|---|
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| [事件系统入口](README.md) | 本文件是事件系统模块的子文档 |
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| [网络系统](../网络系统.md) | STC 事件来源与网络系统相关 |
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| [UI 窗口系统](../UI窗口系统/README.md) | UI 窗口订阅和释放事件 |
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| [实体系统](../实体系统/README.md) | Manager 常与实体系统协作 |
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| [modules/模块索引.md](../../模块索引.md) | 模块索引是项目知识总入口 |
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| [rules/10-架构说明.md](../../../rules/10-架构说明.md) | 架构说明定义总体分层和依赖方向 |
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| [rules/20-开发规则.md](../../../rules/20-开发规则.md) | 事件订阅/释放与开发规则互相引用 |
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| [rules/30-模块登记规则.md](../../../rules/30-模块登记规则.md) | 模块登记规则定义分类和状态口径 |
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