Unity-SendMessage
每一个对象都有SendMessage,BroadcastMessage,SendMessageUpwards 三个发送消息的方法!
Camera,Panel,Btn,label,sprite 这五个对象都附加上了脚本,脚本代码分别如下:


4、总结
SendMessage 查找的方法是在自身当中去查找
SendMessageUpwards 查找的方法是在自身和父类中去查找,如果父类还有父类,继续查找,直到找到根节点为止
BroadcastMessage 查找的方法是在自身和子类中去查找,如果子类还有子类,继续查找,直到没有任何子类
5、多个对象执行同一个方法
NGUITools类里面有一个重载的静态方法:Broadcast (代码如下),这个静态方法的作用就是遍历所有的对象,找到要执行的方法,然后执行对象的SendMessage方法!但是这个方法的效率不高,FindObjectsOfType这个方法肯定耗时间,因为我们项目中的对象肯定很多,这无疑是浪费时间,for循环更是耗时间,再说有可能遍历到没有此方法的对象,做无用功!我们最好的办法就是只执行那些我们需要的某些对象去执行某一方法,而不是遍历所有对象,却不管他有没有此方法,所以我们得寻求好的解决方法,请转到 6
static public void Broadcast (string funcName)
{
GameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[];
for (int i = , imax = gos.Length; i < imax; ++i) gos[i].SendMessage(funcName, SendMessageOptions.DontRequireReceiver);
} /// <summary>
/// Call the specified function on all objects in the scene.
/// </summary> static public void Broadcast (string funcName, object param)
{
GameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[];
for (int i = , imax = gos.Length; i < imax; ++i) gos[i].SendMessage(funcName, param, SendMessageOptions.DontRequireReceiver);
}
public class NotificationCenter : MonoBehaviour {
static Hashtable notifications = new Hashtable();
/// <summary>
/// 增加对象
/// </summary>
/// <param name="gameobject">对象</param>
/// <param name="methodname">方法名</param>
/// <param name="param">参数</param>
public static void AddGameObject(GameObject gameobject, String methodname, object param) {
if (string.IsNullOrEmpty(methodname)) {
Debug.Log("方法名为空");
return;
}
if (!notifications.ContainsKey(methodname)) {
Notification notification = new Notification(gameobject, param);
List<Notification> list = new List<Notification>();
list.Add(notification);
notifications[methodname] = list;
} else {
List<Notification> notifyList = (List<Notification>)notifications[methodname];
if (notifyList.Find(a => a.gameobject == gameobject) == null) {
Notification notification = new Notification(gameobject, param);
notifyList.Add(notification);
notifications[methodname] = notifyList;
}
}
}
/// <summary>
/// 移除对象
/// </summary>
/// <param name="gameobject">对象</param>
/// <param name="methodname">方法名</param>
public static void RemoveGameObject(GameObject gameobject, String methodname) {
if (string.IsNullOrEmpty(methodname)) {
Debug.Log("方法名为空");
return;
}
List<Notification> notifyList = (List<Notification>)notifications[methodname];
if (notifyList != null) {
if (notifyList.Find(a => a.gameobject == gameobject) != null) {
notifyList.RemoveAll(a => a.gameobject == gameobject);
notifications[methodname] = notifyList;
}
if (notifyList.Count == ) {
notifications.Remove(methodname);
}
}
}
/// <summary>
/// 执行方法
/// </summary>
/// <param name="methodName">要执行的方法名称</param>
public static void ExecuteMethod(string methodName) {
if (string.IsNullOrEmpty(methodName)) {
Debug.Log("方法名为空");
return;
}
List<Notification> notifyList = (List<Notification>)notifications[methodName];
if (notifyList == null) {
Debug.Log("对象不存在");
return;
}
foreach (Notification notification in notifyList) {
notification.gameobject.SendMessage(methodName, notification.param, SendMessageOptions.DontRequireReceiver);
}
}
public class Notification {
public GameObject gameobject;
public object param;
public Notification(GameObject gameobject, object param) {
this.gameobject = gameobject;
this.param = param;
}
}
}
public class delegateNotificationCenter : MonoBehaviour {
static Hashtable notifications = new Hashtable();
public delegate void MyFunc(object[] obj);
/// <summary>
/// 增加对象
/// </summary>
/// <param name="gameobject"></param>
/// <param name="methodname"></param>
/// <param name="param"></param>
public static void AddGameObject(GameObject gameobject, String flag, MyFunc func, object[] param) {
if (string.IsNullOrEmpty(flag)) {
Debug.Log("不存在");
return;
}
if (!notifications.ContainsKey(flag)) {
Notification notification = new Notification(gameobject, func, param);
List<Notification> list = new List<Notification>();
list.Add(notification);
notifications[flag] = list;
} else {
List<Notification> notifyList = (List<Notification>)notifications[flag];
if (notifyList.Find(a => a.gameobject == gameobject) == null) {
Notification notification = new Notification(gameobject, func, param);
notifyList.Add(notification);
notifications[flag] = notifyList;
}
}
}
/// <summary>
/// 移除对象
/// </summary>
/// <param name="gameobject"></param>
/// <param name="flag"></param>
public static void RemoveGameObject(GameObject gameobject, String flag) {
if (string.IsNullOrEmpty(flag)) {
Debug.Log("不存在");
return;
}
List<Notification> notifyList = (List<Notification>)notifications[flag];
if (notifyList != null) {
if (notifyList.Find(a => a.gameobject == gameobject) != null) {
notifyList.RemoveAll(a => a.gameobject == gameobject);
notifications[flag] = notifyList;
}
if (notifyList.Count == ) {
notifications.Remove(flag);
}
}
}
/// <summary>
/// 执行方法
/// </summary>
/// <param name="flag"></param>
public static void ExecuteMethod(string flag) {
if (string.IsNullOrEmpty(flag)) {
Debug.Log("不存在");
return;
}
List<Notification> notifyList = (List<Notification>)notifications[flag];
if (notifyList == null) {
Debug.Log("对象不存在");
return;
}
foreach (Notification notification in notifyList) {
notification.func(notification.param);
}
}
public class Notification {
public GameObject gameobject;
public MyFunc func;
public object[] param;
public Notification(GameObject gameobject, MyFunc func, object[] param) {
this.gameobject = gameobject;
this.func = func;
this.param = param;
}
}
}
以上是个人的总结,如有不当,希望大家多多批评指正!
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