在Unity开发中,有时我们不想继承Mono却想使用其中的功能,于是写了这样一个公共Mono模块,使用举例:MonoManager.MainInstance.AddStart(传入一个Action)


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using System;
using UnityEngine;

public class MonoManager : SingleMono<MonoManager>
{
// 使用标准的 System.Action 替代 UnityAction(除非需要序列化)
private event Action onStart;
private event Action onUpdate;
private event Action onLateUpdate;
private event Action onFixedUpdate;

void Start() => onStart?.Invoke();
void Update() => onUpdate?.Invoke();
void LateUpdate() => onLateUpdate?.Invoke();
void FixedUpdate() => onFixedUpdate?.Invoke();
//防止内存泄露
void OnDestroy() => ClearAll();

// 添加监听(线程安全版)
public void AddStart(Action action)
{
onStart += action;
}

public void AddUpdate(Action action)
{
onUpdate += action;
}

public void AddLateUpdate(Action action)
{
onLateUpdate += action;
}

public void AddFixedUpdate(Action action)
{
onFixedUpdate += action;
}

// 移除监听(线程安全版)
public void RemoveStart(Action action)
{
onStart -= action;
}

public void RemoveUpdate(Action action)
{
onUpdate -= action;
}

public void RemoveLateUpdate(Action action)
{
onLateUpdate -= action;
}

public void RemoveFixedUpdate(Action action)
{
onFixedUpdate -= action;
}

// 清空所有监听
public void ClearAll()
{
onStart = null;
onUpdate = null;
onLateUpdate = null;
onFixedUpdate = null;
}
}