Lua 事件触发机制(注册,触发)

日常工作中经常会用到触发机制,这里就提供一个注册触发机制,在代码中在也不用专门去调用各个模块的接口;只需要触发即可,触发后会自动调用接口

直接上代码


local _EventHandle = {};
_EventHandle.listenerHandleIndex = 0
_EventHandle.listenersList = {}

function _EventHandle:AddEventListener(eventName, listener)
    eventName = string.upper(eventName);
        if self.listenersList[eventName] == nil then
            self.listenersList[eventName] = {};
        end

        self.listenerHandleIndex = self.listenerHandleIndex + 1;
        self.listenersList[eventName][self.listenerHandleIndex] = listener;
        return self.listenerHandleIndex;
end

function _EventHandle:dispatchEvent(event)
    event.name = string.upper(event.name);
    local _eventName = event.name;
    if self.listenersList[_eventName] == nil then return; end
    for _index, _listener in pairs(self.listenersList[_eventName]) do
        local ok, _ret = Try(_listener, event)
        if not ok then
            G_logger:warn_format("[_EventHandle:dispatchEvent] Failed, event:%s, err:%s", _eventName, tostring(_ret))
        elseif _ret == "__REMOVE__" then
            self.listenersList[_eventName][_index] = nil;
        end
    end
end

function _EventHandle:removeEventListener(eventName, key)
    eventName = string.upper(eventName);
    if self.listenersList[eventName] == nil then return; end

    for _index, _listener in pairs(self.listenersList[eventName]) do
        if key == _index or key == _listener then
            self.listenersList[eventName][_index] = nil;
            break;
        end
    end
end

function _EventHandle:removeAllEventListenersForEvent(eventName)
    self.listenersList[string.upper(eventName)] = nil;
end

function _EventHandle:removeAllEventListeners()
    self.listenersList = {};
end

return _EventHandle;

AddEventListener:注册接口

dispatchEvent:触发接口

其他的接口都是移除接口

调用

注册:Event:AddEventListener("Event:try_unlock_idcard", __on_event_try_unlock_idcard),__on_event_try_unlock_idcard是回调函数

触发:Event:dispatchEvent({name = "Event:try_unlock_idcard", player = avatar_part.owner, data_type = HotPot_Type.flash_avatar_part_count, value = avatar_part.flash_count})

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