1.无参数的UnityEvent
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
UnityEvent m_MyEvent;
void Start()
{
if (m_MyEvent == null)
m_MyEvent = new UnityEvent();
m_MyEvent.AddListener(Ping);
}
void Update()
{
if (Input.anyKeyDown && m_MyEvent != null)
{
m_MyEvent.Invoke();
}
}
void Ping()
{
Debug.Log("Ping");
}
}
2.带有一个参数的UnityEvent
using UnityEngine;
using UnityEngine.Events;
[System.Serializable]
public class MyIntEvent : UnityEvent
{
}
public class ExampleClass : MonoBehaviour
{
public MyIntEvent m_MyEvent;
void Start()
{
if (m_MyEvent == null)
m_MyEvent = new MyIntEvent();
m_MyEvent.AddListener(Ping);
}
void Update()
{
if (Input.anyKeyDown && m_MyEvent != null)
{
m_MyEvent.Invoke(5);
}
}
void Ping(int i)
{
Debug.Log("Ping" + i);
}
}
3.四个参数
using UnityEngine;
using UnityEngine.Events;
[System.Serializable]
public class MyIntEvent : UnityEvent
{
}
public class ExampleClass : MonoBehaviour
{
public MyIntEvent m_MyEvent;
void Start()
{
if (m_MyEvent == null)
m_MyEvent = new MyIntEvent();
m_MyEvent.AddListener(Ping);
}
void Update()
{
if (Input.anyKeyDown && m_MyEvent != null)
{
m_MyEvent.Invoke(5, 6, 7, 8);
}
}
void Ping(int i, int j, int k, int l)
{
Debug.Log("Ping" + i + j + k + l);
}
}
4.Action 用法
Action QYaction;
public void OnQYSX(string s,Action action)
{
QYaction = action;//赋值给宁一个Action
//action.Invoke(s);
OnOpenQYSX(s);
}
private void OnQYName(string s)
{
QYaction.Invoke(s);
}