有没有一个配置让我解决已经连接到事件的对象?
Is there a configuration that let's me resolve my objects having already been wired to an event?
或者,是否有一个首选的方法来获得相同的结果?我注意到,有时候我看不到功能,因为我不了解的模式是首选。
Alternately, is there a preferred way to achive the same result? I've noticed that sometimes when I don't see a "feature" its because a pattern I don't know about is preferred.
推荐答案是的,有一种方法。您将必须编写一个扩展,将自定义BuilderStrategy添加到Unity BuildPipeline的PostInitialization阶段。
Yes there is a way. You would have to write an extension that adds a custom BuilderStrategy to the PostInitialization stage of the Unity BuildPipeline.
扩展和策略的代码应类似于以下内容: p>
The code for extension and strategy should look similar to this:
public class SubscriptionExtension : UnityContainerExtension { protected override void Initialize() { var strategy = new SubscriptionStrategy(); Context.Strategies.Add(strategy, UnityBuildStage.PostInitialization); } } public class SubscriptionStrategy : BuilderStrategy { public override void PostBuildUp(IBuilderContext context) { if (context.Existing != null) { LoaderDriver ld = context.Existing as LoaderDriver; if(ld != null) { ld.LoadComplete += Program_LoadComplete; } } } }然后您将扩展名添加到容器
Then you add the extension to the container
container.AddNewExtension<SubscriptionExtension>();当您解析LoaderDriver实例时,它将自动订阅EventHandler。
And when you resolve your LoaderDriver instance it will automatically subscribe to the EventHandler.
您可以在 TecX 项目中找到一个将类订阅到EventAggregator的工作示例。源代码位于TecX.Event.Unity 项目中。
You can find a working sample that subscribes classes to an EventAggregator in the TecX project. The source code is located in the TecX.Event.Unity project.
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有没有一个很好的方法来使用Unity的事件?
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