日期:2014-06-10 浏览次数:20584 次
一般我们定义委托都是有如下两步:
public delegate void MyDelegate(string name);//定义委托
public MyDelegate myDelegate; //使用委托
但.Net也提供了定义好的委托,我们可以直接使用。
System.Action 无返回值
Action: public delegate void Action (); Action< T >: public delegate void Action< T > (T obj); Action< T1, T2 >: public delegate void Action< T1, T2 > (T1 arg1, T2 arg2);
* delegate void Action<T1,T2,T3,T4>T1 arg1, T2 arg2, T3 arg3, T4 arg4);
System.Func 有返回值
Func< TResult > public delegate TResult Func< TResult > (); Func< T,TResult > public delegate TResult Func< T, TResult > (T arg); Func< T1,T2,TResult > public delegate TResult Func< T1, T2, TResult > (T1 arg1, T2 arg2);
*delegate TResult Func<T1,T2,T3,T4,TResult>T1 arg1, T2 arg2, T3 arg3, T4 arg4);
例子1:Action
using UnityEngine; using System.Collections; using System; public class ActionTest : MonoBehaviour { void Start () { Action action = XXX; action(); } void XXX() { Debug.Log("100"); } }
例子2:Action<T> using UnityEngine; using System.Collections; using System; public class ActionTest : MonoBehaviour { void Start () { Action<string> action = XXX; action("unity C#"); } void XXX(string name) { Debug.Log(name); } }
例子3:Action<T1,T2> using UnityEngine; using System.Collections; using System; public class ActionTest : MonoBehaviour { void Start () { Action<string,int> action = XXX; action("unity C#",100); } void XXX(string name,int score) { Debug.Log(string.Format("{0} {1}",name,score); } }
#region Action的用法 ///Action<T>的用法 ///这里的T为代理函数的传入类型,无返回值 Action<string[]> action = delegate(string[] x) { var result = from p in x where p.Contains("s") select p; foreach (string s in result.ToList()) { Console.WriteLine(s); } }; string[] str={ "charlies","nancy","alex","jimmy","selina"}; action(str); Console.ReadKey(); #endregion
上面的例子是通过传入的String类型的数组,找出其中包含有字符s的项,然后输出到控制台。
例子4:Func<TResult > using UnityEngine; using System.Collections; using System; public class FuncTest : MonoBehaviour { void Start () { Func< int > func= XXX; Debug.Log( func() ); } int XXX() { return 10; } }
例子5: Func<T,TResult> using UnityEngine; using System; public Class FuncTest:MonoBehaviour{ void Start(){ Func<string ,int> func= CallStringLength; } int CallStringLength(string str){ return str.Lenth; } }
Func<string> func=delegate(){ return "我是Func<TResult>委托返回的结果"; }
Predicate只能接受一个传入参数,返回值为bool类型
#region Predicate ///bool Predicate<T>的用法 ///输入一个T类型的参数,返回值为bool类型 Predicate<string[]> predicate = delegate(string[] x) { var result = from p in x where p.Contains("s") select p; if (result.ToList().Count > 0) { return true; } else { return false; } }; string[] _value = { "charlies", "nancy", "alex", "jimmy", "selina" }; if (predicate(_value)) { Console.WriteLine("They contain."); } else { Console.WriteLine("They don't contain."); } Console.ReadKey(); #endregion
上面的代码其实也是判断String数组中有没有包含s的项,有的话就在控制台打印出 They contain.没有的话就打印出They don't contain
//定义 public void CallUI<T>(Action<T, object[]> callback, params object[] args) where T : CUIBase //调用 CUIManager.Instance.CallUI<CUIMidMsg>( (_ui, _arg) => _ui.ShowMsg((string)_arg[0]), string.Format(szMsg, format));
部分参考自:风宇冲Unity3D教程学院