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這篇文章將為大家詳細(xì)講解有關(guān)Unity中有哪些常用的命令模式,文章內(nèi)容質(zhì)量較高,因此小編分享給大家做個(gè)參考,希望大家閱讀完這篇文章后對相關(guān)知識有一定的了解。
命令模式,主要成員有提出要求的客戶、設(shè)置命令的收集者、執(zhí)行命令的接收者??蛻粢蠛芎唵危c(diǎn)擊按扭就要實(shí)現(xiàn)一項(xiàng)目具體的效果,設(shè)置命令的收集者無需要知道命令如何執(zhí)行,只需要為執(zhí)行者做好配制。用命令的執(zhí)行者將執(zhí)行一個(gè)方法,所有的命令者是繼承于有這個(gè)方法的接口的類。
抽象到程序代碼中,這三類成員分別對應(yīng)于界面上的用戶,RemoteControl (這里是隨便命名的),RemoteLoader
先制作如上的界面,方便你比較直觀的認(rèn)識,其中左邊兩個(gè)是用于切換選擇不同的命令。下面第一個(gè)按扭可以執(zhí)行選中的命令,第二個(gè)按扭可以進(jìn)行撤銷操作。
程序,UGUI面局如下,在Canvas下分別設(shè)置了執(zhí)行者和配制者。
制作好界面之后就可以來實(shí)現(xiàn)具體的腳本編輯了,分別創(chuàng)建好接口ICommand,配制腳本RemoteLoader和執(zhí)行腳本RemoteControl,結(jié)構(gòu)如下:
在Commonds中,分別編寫了用于移動(dòng),旋轉(zhuǎn),顏色,文字的腳本
這樣一來,就可以實(shí)現(xiàn)一個(gè)可撤銷的命令模式了,效果如下所示:
其中用于保存undo方法和具體怎么undo都是使用Stack來實(shí)現(xiàn)的,下面分別是部分代碼實(shí)現(xiàn) :
一、接口
public interface ICommand { void Execute(); void UnDo(); }
二、執(zhí)行器
public class RemoteControl : MonoBehaviour { public Button ctrlBtn; public Button undoBtn; public Text ctrlName; private ICommand icommand; public Stack<UnityAction> undoFunctions = new Stack<UnityAction>(); void Awake(){ ctrlBtn.onClick.AddListener(OnCtrlBtnClicked); undoBtn.onClick.AddListener(OnUnDoBtnClicked); } public void SetText(string textinfo) { ctrlName.text = textinfo; } public void SetCommond(ICommand icommand) { this.icommand = icommand; } /// <summary> /// 執(zhí)行 /// </summary> public void OnCtrlBtnClicked() { if (icommand != null) { icommand.Execute(); undoFunctions.Push(icommand.UnDo); } } /// <summary> /// 撤銷 /// </summary> private void OnUnDoBtnClicked() { if (undoFunctions.Count > 0) { undoFunctions.Pop().Invoke(); } } }
三、配制加載器
public class RemoteLoader : MonoBehaviour { public Button lastBtn; public Button nextBtn; private int index; private const int NUM_COMMAND = 10; private ICommand[] commands; private string[] textinfos; private MoveCommand movexCmd; private MoveCommand moveyCmd; private MoveCommand movezCmd; private RotateCommand rotxCmd; private RotateCommand rotyCmd; private RotateCommand rotzCmd; private ColorChangeCommand redColorCmd; private ColorChangeCommand greenColorCmd; private ColorChangeCommand blueColorCmd; private TextChangeCommand textCmd; private string[] infos = { "A","B", "C", "D", "E", "F" }; public RemoteControl remoteCtrl; public GameObject cube; void Awake() { lastBtn.onClick.AddListener(OnLastBtnClicked); nextBtn.onClick.AddListener(OnNextBtnClicked); } void Start() { commands = new ICommand[NUM_COMMAND]; textinfos = new string[NUM_COMMAND]; textinfos[0] = "x方向移動(dòng)"; commands[0] = new MoveCommand(cube.transform, Vector3.right); textinfos[1] = "y方向移動(dòng)"; commands[1] = new MoveCommand(cube.transform, Vector3.up); textinfos[2] = "z方向移動(dòng)"; commands[2] = new MoveCommand(cube.transform, Vector3.forward); textinfos[3] = "x軸旋轉(zhuǎn)10度"; commands[3] = new RotateCommand(cube.transform, Vector3.right * 10); textinfos[4] = "y軸旋轉(zhuǎn)10度"; commands[4] = new RotateCommand(cube.transform, Vector3.up * 10); textinfos[5] = "z軸旋轉(zhuǎn)10度"; commands[5] = new RotateCommand(cube.transform, Vector3.forward * 10); textinfos[6] = "變紅"; commands[6] = new ColorChangeCommand(Color.red, cube.GetComponent<Renderer>().material); textinfos[7] = "變綠"; commands[7] = new ColorChangeCommand(Color.green, cube.GetComponent<Renderer>().material); textinfos[8] = "變藍(lán)"; commands[8] = new ColorChangeCommand(Color.blue, cube.GetComponent<Renderer>().material); textinfos[9] = "換信息"; commands[9] = new TextChangeCommand(cube.GetComponentInChildren<TextMesh>(), infos); } private void OnNextBtnClicked() { if (index == NUM_COMMAND || index == -1) { index = 0; } remoteCtrl.SetCommond(commands[index]); remoteCtrl.SetText(textinfos[index]); index++; } private void OnLastBtnClicked() { if (index == NUM_COMMAND || index == -1) { index = NUM_COMMAND - 1; } remoteCtrl.SetCommond(commands[index]); remoteCtrl.SetText(textinfos[index]); index--; } }
四、顏色轉(zhuǎn)換命令腳本
public class ColorChangeCommand : ICommand { private Stack<Color> m_OriginColor = new Stack<Color>(); private Color m_Color; private Material m_Material; public ColorChangeCommand(Color color, Material material) { m_Color = color; m_Material = material; } public void Execute() { m_OriginColor.Push(m_Material.color); m_Material.color = m_Color; } public void UnDo() { m_Material.color = m_OriginColor.Pop(); } }
五、移動(dòng)命令腳本
public class MoveCommand : ICommand { private Vector3 m_Offset; private Transform m_Object; public MoveCommand(Transform obj, Vector3 offset) { this.m_Object = obj; this.m_Offset = offset; } public void Execute() { m_Object.transform.position += m_Offset; } public void UnDo() { m_Object.transform.position -= m_Offset; } }
六、轉(zhuǎn)換命令腳本
public class RemoteControl : MonoBehaviour { public Button ctrlBtn; public Button undoBtn; public Text ctrlName; private ICommand icommand; public Stack<UnityAction> undoFunctions = new Stack<UnityAction>(); void Awake(){ ctrlBtn.onClick.AddListener(OnCtrlBtnClicked); undoBtn.onClick.AddListener(OnUnDoBtnClicked); } public void SetText(string textinfo) { ctrlName.text = textinfo; } public void SetCommond(ICommand icommand) { this.icommand = icommand; } /// <summary> /// 執(zhí)行 /// </summary> public void OnCtrlBtnClicked() { if (icommand != null) { icommand.Execute(); undoFunctions.Push(icommand.UnDo); } } /// <summary> /// 撤銷 /// </summary> private void OnUnDoBtnClicked() { if (undoFunctions.Count > 0) { undoFunctions.Pop().Invoke(); } } }
七、文字加載腳本
public class TextChangeCommand : ICommand { private Stack<string> lastInfos = new Stack<string>(); private IEnumerator<string> datas; private TextMesh m_Textmesh; public TextChangeCommand(TextMesh textMesh,ICollection<string> texts) { datas = texts.GetEnumerator(); m_Textmesh = textMesh; } public void Execute() { if (!datas.MoveNext()) { datas.Reset(); datas.MoveNext(); } lastInfos.Push(m_Textmesh.text); m_Textmesh.text = datas.Current; } public void UnDo() { m_Textmesh.text = lastInfos.Pop(); } }
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