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