Main/Assets/Code/Center/GameCenter.cs

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2025-01-25 04:38:09 +08:00
using System;
using UnityEngine;
using System.Collections;
using Thousandto.Core.Base;
using Thousandto.Plugins.Common;
using Thousandto.Core.Framework;
using Thousandto.Code.Logic;
using Thousandto.Core.Asset;
using Thousandto.Code.Logic.Network;
using Thousandto.Code.Global;
using Thousandto.Core.Support;
using Thousandto.Core.PostEffect;
using XLua;
using System.Collections.Generic;
using EventManager = UnityEngine.Gonbest.MagicCube.EventManager;
using EventSystemHandler = UnityEngine.Gonbest.MagicCube.EventSystemHandler;
using PreLoadEventDefine = UnityEngine.Gonbest.MagicCube.PreLoadEventDefine;
using PathUtils = UnityEngine.Gonbest.MagicCube.PathUtils;
using CoroutinePool = UnityEngine.Gonbest.MagicCube.CoroutinePool;
using StringUtils = UnityEngine.Gonbest.MagicCube.StringUtils;
using FLogger = UnityEngine.Gonbest.MagicCube.FLogger;
using FLogManager = UnityEngine.Gonbest.MagicCube.FLogManager;
using FThreadPool = UnityEngine.Gonbest.MagicCube.FThreadPool;
namespace Thousandto.Code.Center
{
/// <summary>
/// 把游戏中所用到的系统实例,在此做一个静态定义
/// </summary>
[Hotfix]
public static class GameCenter
{
#region//私有变量
//是否已经初始化完毕
private static bool _isInitialized = false;
public static bool IsInitialized { get { return _isInitialized; } }
//是否挂起
public static bool IsFocused { get; set; }
#endregion
#region//游戏中内核逻辑管理器
//事件管理器
public static EventManager EventManager = null;
//网络管理器
public static Networker Networker = null;
//Prefab实例工厂容器
public static SpawnPoolManager SpawnPoolManager = null;
//Shader管理器
public static ShaderManager ShaderManager = null;
//材质的管理器
public static MaterialManager MaterialManager = null;
//动画管理者
public static AnimationClipManager AnimManager = null;
//音乐管理者
public static AudioClipManager AudioManager = null;
//自动清理者管理器
public static AutoCleanerManager CleanerManager = null;
//纹理管理者
public static TextureManager TextureManager = null;
//视频管理者
public static VideoManager VideoManager = null;
//Prefab管理器
public static PrefabAssetManager PrefabManager = null;
//新游戏状态管理类
public static GameStateSystem GameStateSystem = null;
//游戏场景系统
public static GameSceneSystem GameSceneSystem = null;
//常规SDK 管理系统
public static SDKSystem SDKSystem = null;
// 跨地图寻路数据管理器
public static PathFinderSystem PathFinderSystem = null;
//技能可视数据配置管理器
public static SkillVisualManager SkillVisualManager = null;
//摄像机管理器
public static CameraControlUtil CameraControlUtil = null;
//警示圈管理器
public static WarningFiledManager WarningFiledManager = null;
//寻路系统
public static PathSearchSystem PathSearchSystem = null;
//技能选择地面表现系统
public static SkillSelectFiledManager SkillSelectFiledManager = null;
//地图逻辑开关
public static MapLogicSwitch MapLogicSwitch = null;
//Lua管理系统
private static LuaSystem _luaSystem = null;
public static LuaSystem LuaSystem
{
get
{
#if UNITY_EDITOR
if (_luaSystem == null&&!Application.isPlaying)
{
_luaSystem = new LuaSystem();
_luaSystem.LuaEnv.AddLoader(_luaSystem.LuaLoader);
_luaSystem.LuaEnv.DoString("DataConfig = require('Config.DataConfig')");
}
#endif
return _luaSystem;
}
set
{
_luaSystem = value;
}
}
// Timeline系统
public static TimelineSystem TimelineSystem = null;
#endregion
#region //游戏逻辑管理器
//窗体状态系统
public static FormStateSystem FormStateSystem = null;
//登录系统
//public static LoginSystem LoginSystem = null;
//服务器列表选择系统
//public static ServerListSystem ServerListSystem = null;
//创建角色系统
//public static PlayerRoleListSystem PlayerRoleListSystem = null;
//玩家主聊天框
public static ChatSystem ChatSystem = null;
//聊天插入面板
public static ChatInsertSystem ChatInsertSystem = null;
//玩家私聊聊天框
public static ChatPrivateSystem ChatPrivateSystem = null;
//心跳消息
public static HeartSystem HeartSystem = null;
//输入系统
public static InputSystem InputSystem = null;
//世界地图数据管理器
public static WorldMapInfoManager WorldMapInfoManager = null;
//主功能入口
public static MainFunctionSystem MainFunctionSystem = null;
//客户端GM系统
public static ClientGMSystem ClientGMSystem = null;
//动态阻挡管理器
public static DynamicBlockerManager DynamicBlockerManager = new DynamicBlockerManager();
//触发器管理器
public static TriggerManager TriggerManager = new TriggerManager();
//资源预加载
public static PreloadAssetsSystem PreloadAssetsSystem = null;
//固定资源的系统
public static ImmortalResSystem ImmortalResSystem;
//游戏设置系统
public static GameSetting GameSetting = null;
//消息提示系统
public static MsgPromptSystem MsgPromptSystem = null;
//物品管理系统
public static ItemContianerSystem ItemContianerSystem = null;
//装备管理系统
public static EquipmentSystem EquipmentSystem = null;
//buff管理系统
public static BuffSystem BuffSystem = null;
//阻断性提示系统
public static IBlockingUpPromptSystem BlockingUpPromptSystem = null;
//任务系统
public static ITaskManager TaskManager = null;
public static ITaskController TaskController = null;
//更新系统
public static UpdateSystem UpdateSystem = null;
//引导系统
public static IGuideSystem GuideSystem = null;
//红点系统
public static RedPointSystem RedPointSystem = null;
//断线重连系统
public static ReconnectSystem ReconnectSystem = null;
//掉落归属系统
public static DropAscriptionSystem DropAscriptionSystem = null;
//采集UI提示
public static GatherTishiSystem GatherTishiSystem = null;
//语言转换的类
public static LanguageConvertSystem LanguageConvertSystem = null;
//实时语音系统
public static RealTimeVoiceSystem RealTimeVoiceSystem = null;
//场景数据资源还原系统类
public static SceneRestoreSystem SceneRestoreSystem = null;
//计时器
public static TimerEventSystem TimerEventSystem = null;
//窗体预加载处理
public static PreLoadFormRoot PreLoadFormRoot = null;
//场景遮挡剔除系统类
public static SceneOcSystem SceneOcSystem = null;
//聊天屏蔽字监控系统
public static ChatMonitorSystem ChatMonitorSystem = null;
//场景缓存系统
public static CacheSceneSystem CacheSceneSystem = null;
//打点系统
public static BISystem BISystem = null;
//场景后台下载
public static SceneBackLoadSystem SceneBackLoadSystem = null;
//google翻译
public static GoogleTranslateSystem GoogleTranslateSystem = null;
#endregion
#region //初始化以及卸载处理
//静态构造函数
public static void CreateSystem()
{
//开启异步消息的处理
EventManager.SharedInstance.EnableAsynMsg = true;
EventManager.SharedInstance.PushFixEvent(PreLoadEventDefine.EID_STEP_START, 2);
FLogger.LogTime("GameCenter Start Create!");
//调试这个事件
//EventManager.DebugEventID = (int)UIEventDefine.UIMESSAGEBOX_CLOSE;
AppData.AppIsRunning = true;
//ResourcesEx.DebugUIModel = true;
//Debug.unityLogger.logEnabled = false;
Application.backgroundLoadingPriority = ThreadPriority.Low;
//资源配置初始化
AssetsCacheManager.Initialize();
//设置应用的目标频率
Application.targetFrameRate = GameDefine.DefaultTargetFrameRate;
//禁止休眠黑屏
Screen.sleepTimeout = SleepTimeout.NeverSleep;
//日志初始化
FLogManager.Instance.Initialize();
//增加两个线程,用于异步处理
FThreadPool.AddThread();
FThreadPool.AddThread();
//协程缓存池初始化
CoroutinePool.Initialize();
//内核和逻辑系统的创建
NewCoreSystem();
NewLogicSystem(true);
FLogger.LogTime("GameCenter Create Finished!!");
}
//游戏中心进行初始化处理
public static void Initialize()
{
_isInitialized = false;
FLogger.LogTime("GameCenter Start Initialize!");
//启动网络消息预序列化线程
//HandleMsg.StartPreSerializeThread();
CoroutinePool.AddTask(CoreInitialize(() =>
{
LogicInitialize(true);
FLogger.LogTime("GameCenter Initialize Finished!");
_isInitialized = true;
}));
}
//卸载
public static void Uninitialize()
{
LogicUninitialize(true);
CoreUninitialize();
}
//清理处理
public static void ResetLogicSystem(bool clearLoginData)
{
LogicUninitialize(clearLoginData);
NewLogicSystem(clearLoginData);
LogicInitialize(clearLoginData);
}
#endregion
#region//心跳处理
public static void Update(float deltaTime)
{
if (!_isInitialized) return;
UnityEngine.Profiling.Profiler.BeginSample("HeartSystem.Update");
HeartSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
UnityEngine.Profiling.Profiler.BeginSample("ResourcesEx.Update");
ResourcesEx.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
UnityEngine.Profiling.Profiler.BeginSample("FGameObjectVFXRoot.Update");
FGameObjectVFXRoot.Update();
UnityEngine.Profiling.Profiler.EndSample();
//游戏状态更新
//GameCaseSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.BeginSample("GameStateSystem.Update");
GameStateSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
//输入系统更新
UnityEngine.Profiling.Profiler.BeginSample("InputSystem.Update");
InputSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
//UI预加载系统更新
UnityEngine.Profiling.Profiler.BeginSample("PreLoadFormRoot.Update");
PreLoadFormRoot.Update();
UnityEngine.Profiling.Profiler.EndSample();
//省电模式
//PowerSaveModelSysytem.Update(deltaTime);
//UnityEngine.Profiling.Profiler.BeginSample("LoginSystem.Update");
//LoginSystem.Update(deltaTime);
//UnityEngine.Profiling.Profiler.EndSample();
//声音系统更新
UnityEngine.Profiling.Profiler.BeginSample("AudioPlayer.Update");
AudioPlayer.Update();
UnityEngine.Profiling.Profiler.EndSample();
//物品系统更新
UnityEngine.Profiling.Profiler.BeginSample("ItemContianerSystem.Update");
ItemContianerSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
//装备系统更新
UnityEngine.Profiling.Profiler.BeginSample("EquipmentSystem.Update");
EquipmentSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
//警示圈更新
UnityEngine.Profiling.Profiler.BeginSample("WarningFiledManager.Update");
WarningFiledManager.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
//buff系统更新
UnityEngine.Profiling.Profiler.BeginSample("BuffSystem.Update");
BuffSystem.Update();
UnityEngine.Profiling.Profiler.EndSample();
if (UpdateSystem != null)
{
UnityEngine.Profiling.Profiler.BeginSample("UpdateSystem.Update");
UpdateSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
}
UnityEngine.Profiling.Profiler.BeginSample("ReconnectSystem.Update");
ReconnectSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
UnityEngine.Profiling.Profiler.BeginSample("Networker.Update");
Networker.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
UnityEngine.Profiling.Profiler.BeginSample("TimelineSystem.Update");
TimelineSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
//红点系统更新
UnityEngine.Profiling.Profiler.BeginSample("RedPointSystem.Update");
RedPointSystem.Update();
UnityEngine.Profiling.Profiler.EndSample();
UnityEngine.Profiling.Profiler.BeginSample("DynamicBoneSystem.Update");
DynamicBoneSystem.SharedInstance.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
//聊天系统
UnityEngine.Profiling.Profiler.BeginSample("ChatSystem.Update");
ChatSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
//Bi系统
UnityEngine.Profiling.Profiler.BeginSample("BISystem.Update");
BISystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
if (GameSetting.GetSetting(GameSettingKeyCode.TPLuaUpdate) != 1)
{
UnityEngine.Profiling.Profiler.BeginSample("LuaSystem.Update");
LuaSystem.Update(deltaTime);
UnityEngine.Profiling.Profiler.EndSample();
}
}
public static void LateUpdate(float deltaTime)
{
if (!_isInitialized) return;
//自动清理者更新
CleanerManager.Update(deltaTime);
//监控器更新
FrameMonitor.Update(deltaTime);
//
PostEffectManager.Instance.Update(deltaTime);
//红点系统更新
RedPointSystem.LateUpdate();
DynamicBoneSystem.SharedInstance.LateUpdate(deltaTime);
}
public static void FixedUpdate(float deltaTime)
{
if (!_isInitialized) return;
Networker.FixedUpdate(deltaTime);
}
#endregion
#region//应用程序退出操作
public static void ApplicationQuit()
{
AppData.AppIsRunning = false;
Shader.globalMaximumLOD = 310;
FThreadPool.ShutDown();
_isInitialized = false;
Debug.LogError("Application Quit!");
}
#endregion
#region//私有函数处理
#region//Core系统的方法
//工具逻辑系统
private static void NewCoreSystem()
{
CleanerManager = AutoCleanerManager.SharedInstance;
EventManager = EventManager.SharedInstance;
Networker = Networker.Instance;
ShaderManager = ShaderManager.SharedInstance;
SpawnPoolManager = SpawnPoolManager.ShareInstance;
AnimManager = AnimationClipManager.SharedInstance;
TextureManager = TextureManager.SharedInstance;
VideoManager = VideoManager.SharedInstance;
AudioManager = AudioClipManager.SharedInstance;
PrefabManager = PrefabAssetManager.SharedInstance;
MaterialManager = MaterialManager.SharedInstance;
GameStateSystem = new GameStateSystem();
GameSceneSystem = new GameSceneSystem();
SkillVisualManager = new SkillVisualManager();
CameraControlUtil = new CameraControlUtil();
PathFinderSystem = new PathFinderSystem();
ItemContianerSystem = new ItemContianerSystem();
EquipmentSystem = new EquipmentSystem();
WarningFiledManager = new WarningFiledManager();
SkillSelectFiledManager = new SkillSelectFiledManager();
GameSetting = new GameSetting();
MapLogicSwitch = new MapLogicSwitch();
TimelineSystem = new TimelineSystem();
SDKSystem = new SDKSystem();
FormStateSystem = new FormStateSystem();
LuaSystem = new LuaSystem();
#if UNITY_EDITOR
EventManager.CheckEventDefineIsValid(typeof(LogicEventDefine));
#endif
Debug.Log("NewCoreSystem Finished!!");
}
//游戏中心进行初始化处理
private static IEnumerator CoreInitialize(MyAction onCoreInitFinished)
{
yield return LuaSystem.CoreInitialize();
//启动GameCfgData的加载线程
GameCfgDataSystem.Initialize();
//FLogger.LogTime(" LuaSystem.Adaptor.CoreInitialize() ok!");
SpawnPoolManager.Initialize();
//FLogger.LogTime("SpawnPoolManager.Initialize() ok!");
yield return null;
ShaderManager.Initialize();
//FLogger.LogTime("ShaderManager.Initialize() ok!");
yield return null;
MaterialManager.Initialize();
//FLogger.LogTime("MaterialManager.Initialize() ok!");
yield return null;
TextureManager.Initialize();
//FLogger.LogTime("TextureManager.Initialize() ok!");
yield return null;
VideoManager.Initialize();
//FLogger.LogTime("VideoManager.Initialize() ok!");
yield return null;
FGameObjectVFXRoot.Initialize();
//FLogger.LogTime("FGameObjectVFXRoot.Initialize() ok!");
yield return null;
RegisterMsgCallback.Register();
//FLogger.LogTime("RegisterMsgCallback.Register() ok!");
yield return null;
Networker.Initialize();
//FLogger.LogTime("Networker.Initialize() ok!");
yield return null;
//HandleMsg.Initailize();
//FLogger.LogTime("HandleMsg.Initialize() ok!");
//yield return null;
//GameCaseSystem.Initialize();
//FLogger.LogTime("GameCaseSystem.Initialize() ok!");
GameStateSystem.Initialize();
//FLogger.LogTime("GameStateManager.Initialize() ok!");
yield return null;
GameSceneSystem.Initialize();
//FLogger.LogTime("GameSceneSystem.Initialize() ok!");
yield return null;
FrameMonitor.Initialize();
//FLogger.LogTime("MonitorManager.Install(MonitorType.Frame) ok!");
yield return null;
SDKSystem.Initalize();
//FLogger.LogTime("SDKSystem.Initalize() ok!");
yield return null;
ItemContianerSystem.Initialize();
//FLogger.LogTime("ItemContianerSystem.Initalize() ok!");
yield return null;
SkillVisualManager.Load();
//FLogger.LogTime("SkillVisualManager.Initalize() ok!");
yield return null;
WarningFiledManager.Initialize();
//FLogger.LogTime("WarningFiledManager.Initialize() ok!");
yield return null;
SkillSelectFiledManager.Initialize();
//FLogger.LogTime("SkillSelectFiledManager.Initialize() ok!");
yield return null;
PathFinderSystem.Initialize();
//FLogger.LogTime("PathFinderSystem.Initialize() ok!");
yield return null;
GameSetting.Initialize();
//FLogger.LogTime("GameSetting.Initialize() ok!");
yield return null;
DynamicBoneSystem.SharedInstance.Initialize();
TimelineSystem.Initialize();
yield return null;
//FLogger.LogTime( "TimelineSystem.Initialize() ok!" );
onCoreInitFinished();
yield return null;
}
//卸载
private static void CoreUninitialize()
{
LuaSystem.CoreUnInitialize();
FGameObjectVFXRoot.UnInitialize();
//工具逻辑系统
AnimManager.Sweep();
MaterialManager.UnInitialize();
TextureManager.Sweep();
VideoManager.Sweep();
//清除者
CleanerManager.Clear();
GameSceneSystem.Uninitialize();
FrameMonitor.Uninitialize();
SDKSystem.Unitialize();
PathFinderSystem.Uninitialize();
WarningFiledManager.Uninitialize();
SkillSelectFiledManager.Uninitialize();
SpawnPoolManager.Uninitialize();
GameSetting.Uninitialize();
TimelineSystem.Uninitialize();
ItemContianerSystem.Uninitialize();
DynamicBoneSystem.SharedInstance.Uninitialize();
FPlayerAnimRelation.ClearAnims();
}
#endregion
#region //游戏逻辑的处理
//游戏逻辑系统
private static void NewLogicSystem(bool clearLoginData)
{
//判断是否清理登陆数据
if (clearLoginData)
{
//LoginSystem = new LoginSystem();
//ServerListSystem = new ServerListSystem();
//PlayerRoleListSystem = new PlayerRoleListSystem();
HeartSystem = new HeartSystem();
}
//将sdk从CoreSystem移到LogicSystem中避免一些数据在返回登录后没有清理掉
TimerEventSystem = new TimerEventSystem();
ChatSystem = new ChatSystem();
ChatInsertSystem = new ChatInsertSystem();
ChatPrivateSystem = new ChatPrivateSystem();
InputSystem = new InputSystem();
WorldMapInfoManager = new WorldMapInfoManager();
MsgPromptSystem = new MsgPromptSystem();
MainFunctionSystem = new MainFunctionSystem();
ClientGMSystem = new ClientGMSystem();
PreloadAssetsSystem = new PreloadAssetsSystem();
ImmortalResSystem = new ImmortalResSystem();
BuffSystem = new BuffSystem();
UpdateSystem = new UpdateSystem();
RedPointSystem = new RedPointSystem();
ReconnectSystem = new ReconnectSystem();
PathSearchSystem = new PathSearchSystem();
DropAscriptionSystem = new DropAscriptionSystem();
GatherTishiSystem = new GatherTishiSystem();
LanguageConvertSystem = new LanguageConvertSystem();
RealTimeVoiceSystem = new RealTimeVoiceSystem();
SceneRestoreSystem = new SceneRestoreSystem();
PreLoadFormRoot = new PreLoadFormRoot();
SceneOcSystem = new SceneOcSystem();
ChatMonitorSystem = new ChatMonitorSystem();
CacheSceneSystem = new CacheSceneSystem();
BISystem = new BISystem();
SceneBackLoadSystem = new SceneBackLoadSystem();
GoogleTranslateSystem = new GoogleTranslateSystem();
PushFixEvent(LogicEventDefine.EID_GAMECENTER_LOGIC_NEW);
Debug.Log("NeLogicSystem Finished!!");
}
//游戏中心进行初始化处理
private static void LogicInitialize(bool clearLoginData)
{
PushFixEvent(LogicEventDefine.EID_GAMECENTER_LOGIC_START_INITIALIZE, InputSystem);
if (clearLoginData)
{
Networker.AddThreadHandleFunc(HeartSystem.OnNetworkThreadTick);
}
TimerEventSystem.Initialize();
RedPointSystem.Initialize();
MainFunctionSystem.Initialize();
InputSystem.Initialize();
WorldMapInfoManager.Initialize();
PreloadAssetsSystem.Initialize();
BISystem.Initialize();
//游戏逻辑
LuaSystem.LogicInitialize(clearLoginData);
GameObjectLimit.Initialize();
//LoginSystem.Initialize();
//ServerListSystem.Initialize();
BuffSystem.Initialize();
MsgPromptSystem.Initialize();
ReconnectSystem.Initialize();
EquipmentSystem.Initialize();
RealTimeVoiceSystem.Initialize();
SceneRestoreSystem.Initialize();
GameSetting.ApplySetting();
UpdateSystem.Initialize();
FormStateSystem.Initialize();
ChatMonitorSystem.Initialize();
CacheSceneSystem.Initialize();
SceneBackLoadSystem.Initialize();
ChatSystem.Initialize();
ChatPrivateSystem.Initialize();
}
//卸载
private static void LogicUninitialize(bool clearLoginData)
{
//游戏逻辑系统卸载
LuaSystem.LogicUnInitialize(clearLoginData);
if (clearLoginData)
{
HeartSystem.Uninitialize();
Networker.Uninitialize();
}
//LoginSystem.Uninitialize();
InputSystem.Uninitialize();
MainFunctionSystem.Uninitialize();
ChatSystem.Destroy();
ChatInsertSystem.Destroy();
GameObjectLimit.UnInitialize();
PreloadAssetsSystem.Unitialize();
BuffSystem.Uninitialize();
UpdateSystem.Uninitialize();
RedPointSystem.UnInitialize();
GameSetting.SaveSetting();
EquipmentSystem.UnInitialize();
RealTimeVoiceSystem.Uninitialize();
TimerEventSystem.Uninitialize();
FormStateSystem.UnInitialize();
ChatMonitorSystem.UnInitialize();
CacheSceneSystem.UnInitialize();
SceneBackLoadSystem.Uninitialize();
BISystem.Uninitialize();
MsgPromptSystem.Uninitialize();
PushFixEvent(LogicEventDefine.EID_GAMECENTER_LOGIC_UNINITIALIZED);
}
#endregion
#endregion
#region //静态函数--事件处理
public static void PushFixEvent(LogicEventDefine eventID, object obj = null, object sender = null)
{
EventManager.PushFixEvent((int)eventID, obj, sender);
}
public static void PushFixEvent(UIEventDefine eventID, object obj = null, object sender = null)
{
EventManager.PushFixEvent((int)eventID, obj, sender);
}
public static void PushFixEvent(int eventID, object obj = null, object sender = null)
{
EventManager.PushFixEvent(eventID, obj, sender);
}
public static EventSystemHandler RegFixEventHandle(LogicEventDefine eventType, EventSystemHandler eventHandler)
{
return EventManager.RegFixEventHandle((int)eventType, eventHandler);
}
public static EventSystemHandler RegFixEventHandle(UIEventDefine eventType, EventSystemHandler eventHandler)
{
return EventManager.RegFixEventHandle((int)eventType, eventHandler);
}
public static EventSystemHandler RegFixEventHandle(int eventType, EventSystemHandler eventHandler)
{
return EventManager.RegFixEventHandle(eventType, eventHandler);
}
public static void UnRegFixEventHandle(LogicEventDefine eventType, EventSystemHandler eventHandler)
{
EventManager.UnRegFixEventHandle((int)eventType, eventHandler);
}
public static void UnRegFixEventHandle(UIEventDefine eventType, EventSystemHandler eventHandler)
{
EventManager.UnRegFixEventHandle((int)eventType, eventHandler);
}
public static void UnRegFixEventHandle(int eventType, EventSystemHandler eventHandler)
{
EventManager.UnRegFixEventHandle(eventType, eventHandler);
}
#endregion
}
}