/**************************************************************************** * Copyright (c) 2018.3 布鞋 827922094@qq.com * Copyright (c) 2018.10 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. ****************************************************************************/ using UnityEngine; namespace QFramework { #region 事件定义 public enum TestEvent { Start, TestOne, End, } public enum TestEventB { Start = TestEvent.End, // 为了保证每个消息 Id 唯一,需要头尾相接 TestB, End, } #endregion 事件定义 public class EventReceiverExample : MonoBehaviour { void Start() { QEventSystem.RegisterEvent(TestEvent.TestOne, OnEvent); } void OnEvent(int key, params object[] obj) { switch (key) { case (int) TestEvent.TestOne: Debug.Log(obj[0]); break; } } private void OnDestroy() { QEventSystem.UnRegisterEvent(TestEvent.TestOne, OnEvent); } } }