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72 行
2.6 KiB
72 行
2.6 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace GameplayIngredients
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{
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public static class Messager
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{
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public delegate void Message(GameObject instigator = null);
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private static Dictionary<string, List<Message>> m_RegisteredMessages;
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static Messager()
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{
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m_RegisteredMessages = new Dictionary<string, List<Message>>();
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}
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public static void RegisterMessage(string messageName, Message message)
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{
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if (!m_RegisteredMessages.ContainsKey(messageName))
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m_RegisteredMessages.Add(messageName, new List<Message>());
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if (!m_RegisteredMessages[messageName].Contains(message))
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m_RegisteredMessages[messageName].Add(message);
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else
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{
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Debug.LogWarning(string.Format("Messager : {0} entry already contains reference to message.", messageName));
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}
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}
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public static void RemoveMessage(string messageName, Message message)
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{
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var currentEvent = m_RegisteredMessages[messageName];
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if(currentEvent.Contains(message))
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currentEvent.Remove(message);
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if (currentEvent == null || currentEvent.Count == 0)
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m_RegisteredMessages.Remove(messageName);
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}
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public static void Send(string eventName, GameObject instigator = null)
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{
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if(GameplayIngredientsSettings.currentSettings.verboseCalls)
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Debug.Log(string.Format("[MessageManager] Broadcast: {0}", eventName));
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if (m_RegisteredMessages.ContainsKey(eventName))
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{
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try
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{
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// Get a copy of registered messages to iterate on. This prevents issues while deregistering message recievers while iterating.
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var messages = m_RegisteredMessages[eventName].ToArray();
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foreach (var message in messages)
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{
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if(message != null)
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message.Invoke(instigator);
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}
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}
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catch (Exception e)
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{
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Debug.LogError(string.Format("Messager : Caught {0} while sending Message {1}", e.GetType().Name, eventName));
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Debug.LogException(e);
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}
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}
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else
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{
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if(GameplayIngredientsSettings.currentSettings.verboseCalls)
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Debug.Log("[MessageManager] could not find any listeners for event : " + eventName);
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}
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}
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}
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}
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