using System;
using UnityEngine;
namespace BaseGames.Core.Events
{
///
/// 泛型 SO 事件频道基类。T 为负载类型。
///
public abstract class BaseEventChannelSO : ScriptableObject
{
[Multiline] public string description;
private event Action _onEventRaisedBacking;
#if UNITY_EDITOR
private int _subscriberCount;
#endif
public event Action OnEventRaised
{
add
{
_onEventRaisedBacking += value;
#if UNITY_EDITOR
_subscriberCount++;
#endif
}
remove
{
_onEventRaisedBacking -= value;
#if UNITY_EDITOR
_subscriberCount--;
#endif
}
}
public void Raise(T value)
{
#if UNITY_EDITOR
EventBusMonitor.Record(name, value?.ToString() ?? "null",
_subscriberCount,
Time.frameCount);
#endif
_onEventRaisedBacking?.Invoke(value);
}
///
/// 订阅并返回可 Dispose 的订阅句柄,配合 CompositeDisposable 使用。
///
public EventSubscription Subscribe(Action callback)
{
OnEventRaised += callback;
return new EventSubscription(() => OnEventRaised -= callback);
}
}
///
/// 无负载事件频道基类。
///
public abstract class VoidBaseEventChannelSO : ScriptableObject
{
[Multiline] public string description;
private event Action _onEventRaisedBacking;
#if UNITY_EDITOR
private int _subscriberCount;
#endif
public event Action OnEventRaised
{
add
{
_onEventRaisedBacking += value;
#if UNITY_EDITOR
_subscriberCount++;
#endif
}
remove
{
_onEventRaisedBacking -= value;
#if UNITY_EDITOR
_subscriberCount--;
#endif
}
}
public void Raise()
{
#if UNITY_EDITOR
EventBusMonitor.Record(name, "",
_subscriberCount,
Time.frameCount);
#endif
_onEventRaisedBacking?.Invoke();
}
///
/// 订阅并返回可 Dispose 的订阅句柄。
///
public EventSubscription Subscribe(Action callback)
{
OnEventRaised += callback;
return new EventSubscription(() => OnEventRaised -= callback);
}
}
}