Unity is based on C# event delegation mechanism

Event delegation is a design pattern used to implement the observer pattern, which allows objects to notify other objects when certain events occur. In Unity, the event delegation mechanism provides developers with a simple and efficient way to handle events and interactions in the game.

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1. The basic concept of event delegation

An event delegate is a special type that can hold references to one or more methods. When an event occurs, the event delegate calls these methods in turn. In Unity, event delegation is usually implemented by defining a delegate type, and then using the delegate type to declare events and handlers.

For example, we can define a delegate type to represent a button click event called "ButtonClickEvent":

public delegate void ButtonClickEvent();

Then, we can declare an event to represent a button click event named "OnClick", the type of the event is the delegate type defined above:

public event ButtonClickEvent OnClick;

Now we can fire the event where needed, for example when a button is clicked:

if (OnClick != null) {     OnClick(); }

2. The usage scenario of event delegation

Event delegation is widely used in various scenarios in Unity, such as handling user input, handling game state changes, etc.

  1. Handle user input

In games, user input usually triggers some specific behavior or event. Using event delegation, we can bind the user input with the corresponding processing function, so as to realize the response to the user input.

For example, we can define a delegate type to represent mouse click events:

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public delegate void MouseClickEvent(Vector3 position);

Then, we can declare an event to represent a mouse click event:

public event MouseClickEvent OnMouseClick;

In the game, when the mouse is clicked, we can trigger the event and pass the location of the click:

if (OnMouseClick != null) {     OnMouseClick(Input.mousePosition); }

Other objects can subscribe to this event and perform corresponding processing functions when the mouse is clicked.

  1. Handle game state changes

The state of a game often changes over time. Using event delegation, we can bind the change of the game state with the corresponding processing function, so as to realize the response to the change of the game state.

For example, we can define a delegate type to represent game state change events:

public delegate void GameStateChangeEvent(GameState newState);

Then, we can declare an event to represent a game state change event:

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public event GameStateChangeEvent OnGameStateChange;

In the game, when the game state changes, we can fire the event and pass the new game state:

if (OnGameStateChange != null) {     OnGameStateChange(newGameState); }

Other objects can subscribe to this event and execute corresponding handler functions when the game state changes.

3. The advantages and precautions of event delegation

The event delegation mechanism has many advantages and flexibility in Unity.

  1. decoupling

Event delegation can be used to separate the triggering and processing of events, thereby achieving decoupling between objects. The object that fires the event doesn't need to know which objects will handle the event, and the object that handles the event doesn't need to know which objects will fire the event. This makes the code more modular and maintainable.

  1. Scalability

Using event delegation makes it easy to extend and modify your code. When a new event or processing function needs to be added, it only needs to be modified in the corresponding place without modifying other related codes.

  1. multicast delegation

Event delegation supports multicast delegation, that is, an event can have multiple processing functions. This allows multiple objects to process an event at the same time.

However, there are some caveats when using event delegation.

  1. memory management

Event delegation can lead to memory leak issues. When an object subscribes to an event, but forgets to unsubscribe, the object will not be garbage collected, resulting in a memory leak. To avoid this, we should unsubscribe from events when appropriate.

  1. performance overhead

The invocation of event delegation may bring certain performance overhead. When an event has multiple handlers, calling the event will call these handlers in turn, which adds a certain amount of overhead. In performance-sensitive scenarios, we should use event delegation reasonably and perform performance optimization.

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Origin blog.csdn.net/voidinit/article/details/131681374