重构
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Architecture.Core
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{
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/// <summary>
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/// 无参事件通道(ScriptableObject 资产)。
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/// 系统 / UI 在 Inspector 中拖入同一个资产实例即可实现解耦通信,
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/// 彻底替代 static Action 事件与单例方法调用。
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/// 注意:资产实例是项目级资源,跨场景天然存活,无需 DontDestroyOnLoad。
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/// </summary>
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[CreateAssetMenu(menuName = "Architecture/Events/Game Event", fileName = "NewGameEvent")]
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public class GameEvent : ScriptableObject
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{
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private readonly List<GameEventListener> _listeners = new List<GameEventListener>();
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private event System.Action _codeListeners;
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public void Raise()
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{
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// Inspector 监听器(设计师配置的 UnityEvent 响应)优先于代码监听器触发,
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// 保证表现层(UI 动画/音效)在逻辑层之前响应事件。
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for (int i = _listeners.Count - 1; i >= 0; i--)
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_listeners[i].OnEventRaised();
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_codeListeners?.Invoke();
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}
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/// <summary>Inspector 监听器(GameEventListener 组件)注册。</summary>
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public void RegisterListener(GameEventListener listener)
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{
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if (!_listeners.Contains(listener)) _listeners.Add(listener);
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}
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public void UnregisterListener(GameEventListener listener)
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{
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if (_listeners.Contains(listener)) _listeners.Remove(listener);
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}
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/// <summary>代码监听器(Action)注册,便于 MonoBehaviour 在 OnEnable 中订阅,
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/// 是替换 static Action 事件的主要入口。</summary>
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public void Register(System.Action listener)
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{
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if (listener != null) _codeListeners += listener;
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}
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public void Unregister(System.Action listener)
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{
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if (listener != null) _codeListeners -= listener;
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}
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}
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/// <summary>
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/// 无参事件监听器(设计师友好,纯 Inspector 配置)。
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/// 监听某个 GameEvent,触发时调用绑定的 UnityEvent 响应。
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/// </summary>
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public class GameEventListener : MonoBehaviour
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{
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[SerializeField] private GameEvent _event;
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[SerializeField] private UnityEvent _response;
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private void OnEnable() => _event?.RegisterListener(this);
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private void OnDisable() => _event?.UnregisterListener(this);
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public void OnEventRaised() => _response?.Invoke();
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}
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}
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