xiandie/manager/event_manager/event_manager.gd

47 lines
1.3 KiB
GDScript

extends Node
# # 事件注册表
# # { entity: [MatcherConsumer] }
# var _event_registry: Dictionary = {}
# class MatcherConsumer:
# extends RefCounted
# var matcher: GameEventMatcher
# var consumer: Callable
# func _init(m: GameEventMatcher, c: Callable) -> void:
# self.matcher = m
# self.consumer = c
# # 注册事件
# func register_event_matcher(event_matcher: GameEventMatcher, consumer: Callable) -> void:
# if !event_matcher.entity:
# return
# var matcher_consumer = MatcherConsumer.new(event_matcher, consumer)
# if event_matcher.entity not in _event_registry:
# _event_registry[event_matcher.entity] = []
# _event_registry[event_matcher.entity].append(matcher_consumer)
# # 触发事件
# func trigger_event(event: GameEvent) -> void:
# if event.entity not in _event_registry:
# return
# for matcher_consumer in _event_registry[event.entity]:
# # matcher_consumer = matcher_consumer as MatcherConsumer
# if matcher_consumer._matcher.match(event):
# matcher_consumer._consumer.call(event)
# if event.need_to_save:
# _save_event(event)
# func _save_event(event) -> void:
# # 保存事件
# pass
func prop_interacted(name, prop_key, interacted_times) -> void:
print("Event: %s interacted with %s. total times: %s" % [name, prop_key, interacted_times])