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2 Commits
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c1cbd2c3ff
Author | SHA1 | Date |
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c1cbd2c3ff | |
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4a1c2c344e |
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Unity.Profiling;
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using UnityEngine;
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public static class EventAggregator
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{
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// 타입별 SubscriberList<T> 저장
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static readonly Dictionary<Type, object> subscribers = new Dictionary<Type, object>();
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// Publish 성능 측정을 위한 profiler marker
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static readonly ProfilerMarker publishMarker = new ProfilerMarker("EventAggregator.Publish");
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/// <summary>
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/// 이벤트 타입 T를 구독합니다.
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/// </summary>
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public static void Subscribe<T>(Action<T> handler)
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{
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var key = typeof(T);
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if (!subscribers.TryGetValue(key, out var listObj))
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{
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listObj = new SubscriberList<T>(initialCapacity: 4);
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subscribers[key] = listObj;
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}
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((SubscriberList<T>)listObj).Add(handler);
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Logger.LogDebug($"[EA] Subscribe<{key.Name}> → {handler.Target?.GetType().Name}.{handler.Method.Name}");
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}
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/// <summary>
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/// 이벤트 타입 T의 구독을 해제합니다.
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/// </summary>
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public static void Unsubscribe<T>(Action<T> handler)
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{
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var key = typeof(T);
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if (subscribers.TryGetValue(key, out var listObj))
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((SubscriberList<T>)listObj).Remove(handler);
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Logger.LogDebug($"[EA] Unsubscribe<{key.Name}> ← {handler.Target?.GetType().Name}.{handler.Method.Name}");
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}
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/// <summary>
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/// 이벤트를 발행합니다.
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/// </summary>
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public static void Publish<T>(in T payload)
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{
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var key = typeof(T);
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Logger.LogDebug($"[EA] Publish<{key.Name}> payload={payload}");
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publishMarker.Begin();
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if (subscribers.TryGetValue(key, out var listObj))
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((SubscriberList<T>)listObj).Invoke(payload);
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publishMarker.End();
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}
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class SubscriberList<T>
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{
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readonly List<Action<T>> handlers;
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public SubscriberList(int initialCapacity)
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{
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handlers = new List<Action<T>>(initialCapacity);
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}
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public void Add(Action<T> handler) => handlers.Add(handler);
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public void Remove(Action<T> handler) => handlers.Remove(handler);
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public void Invoke(in T payload)
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{
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for (int i = 0, cnt = handlers.Count; i < cnt; i++)
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{
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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try
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{
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handlers[i].Invoke(payload);
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}
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catch (Exception ex)
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{
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// 오류는 항상 남기되, 로깅 메커니즘을 통일
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Logger.LogError($"[EA] Exception in <{typeof(T).Name}> handler: {ex}");
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}
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#else
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_handlers[i].Invoke(payload);
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#endif
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 1bdb5ee5978824342bf8f70083212f3b
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,53 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Text;
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using UnityEngine;
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/// <summary>
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/// Debug.Log을 좀 더 편하게 사용하기 위한 헬퍼 클래스입니다.
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/// </summary>
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public static class Logger
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{
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public enum Level { Debug, Info, Warning, Error }
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// 릴리즈 빌드에서 불필요한 스택트레이스 끄기
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static Logger()
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{
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#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
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Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
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Application.SetStackTraceLogType(LogType.Warning,StackTraceLogType.None);
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Application.SetStackTraceLogType(LogType.Error, StackTraceLogType.ScriptOnly);
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#endif
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}
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// 에디터/개발 빌드에서만 컴파일됨 → 릴리즈에선 이 호출 자체가 사라집니다
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[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
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public static void LogDebug(object message, UnityEngine.Object context = null) => LogInternal(Level.Debug, message, context);
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[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
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public static void LogInfo(object message, UnityEngine.Object context = null) => LogInternal(Level.Info, message, context);
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[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
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public static void LogWarning(object message, UnityEngine.Object context = null) => LogInternal(Level.Warning, message, context);
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// 에러는 항상 남겨둡니다
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public static void LogError(object message, UnityEngine.Object context = null) => LogInternal(Level.Error, message, context);
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static void LogInternal(Level level, object message, UnityEngine.Object context = null)
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{
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switch (level)
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{
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case Level.Debug:
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case Level.Info:
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UnityEngine.Debug.Log(message, context);
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break;
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case Level.Warning:
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UnityEngine.Debug.LogWarning(message, context);
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break;
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case Level.Error:
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UnityEngine.Debug.LogError(message, context);
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break;
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}
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}
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}
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@ -0,0 +1,11 @@
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@ -0,0 +1,33 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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/// <summary>
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/// Window → EventAggregator Debugger 메뉴에서 구독 현황을 확인할 수 있는 에디터 창입니다.
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/// </summary>
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public class EventAggregatorDebugger : EditorWindow
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{
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Vector2 scroll;
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[MenuItem("Window/EventAggregator Debugger")]
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static void Open() => GetWindow<EventAggregatorDebugger>("EA Debugger");
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void OnGUI()
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{
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GUILayout.Label("EventAggregator Subscriptions", EditorStyles.boldLabel);
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scroll = EditorGUILayout.BeginScrollView(scroll);
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foreach (var info in EventAggregatorInspector.GetSubscriptions())
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(info.EventType.Name, GUILayout.Width(150));
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EditorGUILayout.LabelField($"{info.SubscriberCount} subscriber(s)");
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndScrollView();
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}
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}
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@ -0,0 +1,11 @@
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@ -0,0 +1,50 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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/// <summary>
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/// EventAggregator의 내부 subscribers 딕셔너리를 리플렉션으로 읽어 구독 정보를 제공하는 헬퍼 클래스입니다.
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/// </summary>
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public static
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class EventAggregatorInspector
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{
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public struct SubscriptionInfo
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{
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public Type EventType;
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public int SubscriberCount;
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}
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/// <summary>
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/// 현재 등록된 모든 이벤트 타입과 구독자 수를 반환합니다.
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/// </summary>
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public static IEnumerable<SubscriptionInfo> GetSubscriptions()
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{
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var eaType = typeof(EventAggregator);
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var field = eaType.GetField("subscribers", BindingFlags.Static | BindingFlags.NonPublic);
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if (field == null)
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yield break;
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var dict = field.GetValue(null) as Dictionary<Type, object>;
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if (dict == null)
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yield break;
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foreach (var kvp in dict)
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{
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var listObj = kvp.Value;
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var handlersField = listObj.GetType()
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.GetField("handlers", BindingFlags.Instance | BindingFlags.NonPublic);
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var list = handlersField?.GetValue(listObj) as ICollection;
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int count = list != null ? list.Count : 0;
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yield return new SubscriptionInfo
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{
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EventType = kvp.Key,
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SubscriberCount = count
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};
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}
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}
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}
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@ -0,0 +1,19 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EventTestPub : MonoBehaviour
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{
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[SerializeField]
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// Update is called once per frame
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{
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count++;
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@ -0,0 +1,40 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EventTestSub : MonoBehaviour
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{
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[SerializeField] private bool isSubscribe = true;
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{
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}
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private void OnEvent(int i)
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{
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Logger.LogInfo($"EventTestSub : {i}");
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}
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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Unsubscribe();
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}
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{
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Unsubscribe();
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}
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private void Unsubscribe()
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{
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if(!isSubscribe) return;
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isSubscribe = false;
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EventAggregator.Unsubscribe<int>(OnEvent);
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Loading…
Reference in New Issue