Version: 2020.3

EventService

class in UnityEditor.MPE

매뉴얼로 전환

설명

The EventService is a singleton implementation of a ChannelClient that runs on all instances of Unity. It is connected to the "events" channel and allows a Unity instance to send JSON messages to other EventServices in external process, or other instances of Unity.

The EventService can send fire-and-forget messages (see EventService.Emit), or request information or from a single client (see EventService.Request).

using UnityEditor;
using UnityEngine;
using UnityEditor.MPE;
using System;

public static class EventServiceDocExample { static Action s_CustomLogEventDisconnect; static Action s_PingPongEventDisconnect;

[MenuItem("EventServiceDoc/Step 0")] static void StartChannelService() { if (!ChannelService.IsRunning()) { ChannelService.Start(); } Debug.Log($"[Step 0] ChannelService Running: {ChannelService.GetAddress()}:{ChannelService.GetPort()}"); }

[MenuItem("EventServiceDoc/Step 1")] static void SetupEventServiceHandlers() { Debug.Log("[Step 1] Setup handlers"); s_CustomLogEventDisconnect = EventService.RegisterEventHandler("custom_log", (eventType, args) => { Debug.Log($"Log a {eventType} {args[0]}"); });

s_PingPongEventDisconnect = EventService.RegisterEventHandler("pingpong", (eventType, args) => { Debug.Log($"Receive a {eventType} {args[0]}"); return "pong!"; }); }

[MenuItem("EventServiceDoc/Step 2")] static void EmitMessage() { Debug.Log("[Step 2] Emitting a custom log"); EventService.Emit("custom_log", "Hello world!", -1, EventDataSerialization.JsonUtility); }

[MenuItem("EventServiceDoc/Step 3")] static void SendRequest() { Debug.Log("[Step 3] Sending a request"); EventService.Request("pingpong", (err, data) => { Debug.Log($"Request fulfilled: {data[0]}"); }, "ping", -1, EventDataSerialization.JsonUtility); }

[MenuItem("EventServiceDoc/Step 4")] static void CloseHandlers() { Debug.Log("[Step 4] Closing all Event handlers"); s_CustomLogEventDisconnect(); s_PingPongEventDisconnect(); } }

/*

When you execute the five menu items one after the other, Unity prints the following messages to the Console window:

[Step 0] ChannelService Running: 127.0.0.1:65000

[Step 1] Setup handlers

[Step 2] Emitting a custom log

Log a custom_log Hello world!

[Step 3] Sending a request

Receive a pingpong ping

Request fulfilled: pong!

[Step 4] Closing all Event handlers

*/

정적 변수

isConnectedThe EventService connected to the ChannelService's "events" channel.

정적 함수

CancelRequestChecks whether there is a pending request for a specific event and, if there is, cancels it. See EventService.Request for more details on Request.
ClearClear all pending Requests.
CloseCloses the EventService, terminates connections to the ChannelService, and ensures that no more handlers are processed.
EmitSends a fire-and-forget message to all ChannelClients connected to the "events" route.
IsRequestPendingChecks whether a request is pending on a specific event. For more information about Request, see EventService.Request.
LogSends a log message to the ChannelService. Log messages are printed to the Console window.
RegisterEventHandlerRegisters a handler for a specific event type. The handler is called whenever a message of the specified type is sent. Messages are sent using EventService.Emit or EventService.Request.
RequestSends a request to all connected clients on the "events" channel.
StartStarts the EventService so it listens to new messages.
TickTicks the EventService. This processes all incoming and outgoing messages. By default, the EventService is ticked on each EditorApplication.update.
UnregisterEventHandlerUnregisters a handler from a specific event.
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