2024-12-14 18:27:59 +08:00

131 lines
3.4 KiB
C#

/****************************************************************************
* Copyright (c) 2017 ~2021.1 liangxie
*
* http://qframework.io
* https://github.com/liangxiegame/QFramework
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
****************************************************************************/
namespace QFramework
{
using UnityEngine;
using System;
using System.Collections.Generic;
public abstract class QMonoBehaviour : MonoBehaviour
{
protected bool mReceiveMsgOnlyObjActive = true;
public void Process (int eventId, params object[] param)
{
if (mReceiveMsgOnlyObjActive && gameObject.activeInHierarchy || !mReceiveMsgOnlyObjActive)
{
var msg = param[0] as IMsg;
ProcessMsg(eventId, msg as QMsg);
msg.Processed = true;
if (msg.ReuseAble)
{
msg.Recycle2Cache();
}
}
}
protected virtual void ProcessMsg (int eventId,QMsg msg) {}
public abstract IManager Manager { get; }
public virtual void Show()
{
gameObject.SetActive (true);
OnShow ();
}
protected virtual void OnShow() {}
public virtual void Hide()
{
OnHide ();
gameObject.SetActive (false);
}
protected virtual void OnHide() {}
protected void RegisterEvents<T>(params T[] eventIDs) where T : IConvertible
{
foreach (var eventId in eventIDs)
{
RegisterEvent(eventId);
}
}
protected void RegisterEvent<T>(T eventId) where T : IConvertible
{
mCachedEventIds.Add(eventId.ToUInt16(null));
Manager.RegisterEvent(eventId, Process);
}
protected void UnRegisterEvent<T>(T eventId) where T : IConvertible
{
mCachedEventIds.Remove(eventId.ToUInt16(null));
Manager.UnRegisterEvent(eventId.ToInt32(null), Process);
}
protected void UnRegisterAllEvent()
{
if (null != mPrivateEventIds)
{
mPrivateEventIds.ForEach(id => Manager.UnRegisterEvent(id,Process));
}
}
public virtual void SendMsg(IMsg msg)
{
Manager.SendMsg(msg);
}
public virtual void SendEvent<T>(T eventId) where T : IConvertible
{
Manager.SendEvent(eventId);
}
private List<ushort> mPrivateEventIds = null;
private List<ushort> mCachedEventIds
{
get { return mPrivateEventIds ?? (mPrivateEventIds = new List<ushort>()); }
}
protected virtual void OnDestroy()
{
if (Application.isPlaying)
{
OnBeforeDestroy();
UnRegisterAllEvent();
}
}
protected virtual void OnBeforeDestroy(){}
}
}