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一、前言:
在游戏开发的很多时候,需要引用其他类的方法,但是一旦类多起来了,相互引用会导致引用关系混乱,极其难以阅读。
以前初次做抖音小游戏时,和一位经验老道的cocos程序员合作,看到我写的代码他不禁皱起眉头,说我的引用关系太乱了,看不懂,但是他又不知道unity的事件派发器怎么写,就去网上找了一个。简直惊艳到我了。后来在现在公司做,又见到了一种事件派发器,于是心生感慨,模仿写了一个,并写博客记录一下。
二、现在做的事件派发器
1.声明对应的委托,此委托主要为事件用的。委托的所有返回类型都为Void,简化派发器的复杂程度;明确委托的方法参数类型,有几种类型就定义几种委托。
public delegate void VoidDelegate();
public delegate void BoolDelegate(params bool[] parameters);
public delegate void NumberDelegate(params float[] parameters);
public delegate void GameObjectDelegate(params GameObject[] parameters);
2.存储容器,用于存储事件
private static List GameStart\_List;
3.监听者,暴露给外部调用者的接口,对监听者的+=或-=对应容器里的Add和Remove
public static event VoidDelegate GameStart\_Listener
{
add
{
if(value != null)
{
if(GameStart\_List == null)
{
GameStart\_List = new List(1);
}
GameStart\_List.Add(value);
}
}
remove
{
if(value != null)
{
for(int i = 0;i)
{
if(GameStart\_List[i] != null && GameStart\_List[i].Equals(value))
{
GameStart\_List.RemoveAt(i);
break;
}
}
}
}
}
4.派发者,因为event只能在声明类内部Invoke,所以需要暴露给外部调用者接口
public static void GameStart\_Dispatch()
{
if(GameStart\_List == null || GameStart\_List.Count <= 0)
{
return;
}
for(int i = 0;i < GameStart\_List.Count;i++)
{
GameStart\_List[i]?.Invoke();
}
}
5.上文可看见我的事件叫GameStart,那么我想新增一个GameEnd的事件,岂不是又要写一遍?而且假如我的方法参数是float呢?是bool呢?是GameObject呢?岂不是改动很大?所以我在Unity做了一个自动生成事件的工具
5.1 定义ScriptObject作为配置文件,可随时修改以添加或者删除事件
[CreateAssetMenu]
public class EventHandlerSetting:ScriptableObject
{
public List types;
public List items;
}
[System.Serializable]
public class EventItem
{
public string eventName;
public string typeName;
}
[System.Serializable]
public class EventType
{
public string typeName;
public string typeDelegate;
}
5.2 自动生成脚本工具
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
using System.Text.RegularExpressions;
public class CodeGen
{
private static string SettingPath = @"EventHandleSetting";
private static EventHandlerSetting SettingObj;
private static string CodePath = @"Assets\EventHandler\";
private static string CodeName = "EventHandler.cs";
private static string LineFeed = "\r\n";
private static string LineTable = "\t";
[MenuItem("Tools/EventCodeGen")]
public static void CreateEventCode()
{
if (File.Exists(CodePath+CodeName))
{
File.Delete(CodePath + CodeName);
}
File.Create(CodePath + CodeName).Dispose();
LoadSetting();
File.AppendAllText(CodePath + CodeName, CreateNamespace());
File.AppendAllText(CodePath + CodeName, CreateDelegate());
File.AppendAllText(CodePath + CodeName, CreateClass());
AssetDatabase.Refresh();
}
///
/// 加载配置文件
///
static void LoadSetting()
{
SettingObj = Resources.Load(SettingPath);
}
static string CreateNamespace()
{
StringBuilder result = new StringBuilder();
result.Append("using System;" + LineFeed);
result.Append("using System.Collections;" + LineFeed);
result.Append("using System.Collections.Generic;" + LineFeed);
result.Append("using UnityEngine;" + LineFeed+LineFeed);
return result.ToString();
}
///
/// 创建委托类型
///
///
static string CreateDelegate()
{
StringBuilder result = new StringBuilder();
string commnPrefix = "public delegate void ";
using (var e = SettingObj.types.GetEnumerator())
{
while (e.MoveNext())
{
result.Append(commnPrefix + e.Current.typeDelegate + ";" + LineFeed);
}
}
result.Append(LineFeed);
return result.ToString();
}
///
/// 创建EventHandler类
///
///
static string CreateClass()
{
StringBuilder result = new StringBuilder();
result.Append("public class EventHandler"+LineFeed);
result.Append("{"+LineFeed);
List ls = SettingObj.items;
for (int i = 0; i < ls.Count; i++)
{
string eventName = ls[i].eventName;
string eventType = ls[i].typeName;
result.Append(CreateEvent(eventName, eventType));
}
result.Append("}");
return result.ToString();
}
///
/// 创建事件派发器
///
///
///
///
static string CreateEvent(string eventName,string eventType)
{
StringBuilder result = new StringBuilder();
result.Append(LineFeed + "#region " + eventName + LineFeed);
result.Append(MutiLineTable(1) + string.Format("private static List<{0}> {1}\_List;", eventType + "Delegate", eventName) + LineFeed);//创建List
result.Append(CreateListener(eventName, eventType));
result.Append(CreateDispatch(eventName, eventType));
result.Append("#endregion"+LineFeed);
return result.ToString();
}
///
/// 创建Listener
///
///
///
///
static string CreateListener(string eventName,string eventType)
{
StringBuilder result = new StringBuilder();
result.Append(MutiLineTable(1) + string.Format("public static event {0} {1}\_Listener", eventType + "Delegate", eventName) + LineFeed);
result.Append(MutiLineTable(1) + "{" + LineFeed);
#region add
result.Append(MutiLineTable(2) + "add" + LineFeed);
result.Append(MutiLineTable(2) + "{" + LineFeed);
result.Append(MutiLineTable(3) + "if(value != null)" + LineFeed);
result.Append(MutiLineTable(3) + "{" + LineFeed);
result.Append(MutiLineTable(4) + string.Format("if({0}\_List == null)", eventName) + LineFeed);
result.Append(MutiLineTable(4) + "{" + LineFeed);
result.Append(MutiLineTable(5) + string.Format("{0}\_List = new List<{1}>(1);", eventName, eventType + "Delegate")+LineFeed);
result.Append(MutiLineTable(4) + "}" + LineFeed);
result.Append(MutiLineTable(4) + string.Format("{0}\_List.Add(value);", eventName) + LineFeed);
result.Append(MutiLineTable(3) + "}" + LineFeed);
result.Append(MutiLineTable(2) + "}" + LineFeed);
#endregion
#region remove
result.Append(MutiLineTable(2) + "remove" + LineFeed);
result.Append(MutiLineTable(2) + "{" + LineFeed);
result.Append(MutiLineTable(3) + "if(value != null)" + LineFeed);
result.Append(MutiLineTable(3) + "{" + LineFeed);
result.Append(MutiLineTable(4) + string.Format("for(int i = 0;i<{0}\_List.Count;i++)", eventName) + LineFeed);
result.Append(MutiLineTable(4) + "{" + LineFeed);
result.Append(MutiLineTable(5) + string.Format("if({0}\_List[i] != null && {1}\_List[i].Equals(value))",eventName,eventName) + LineFeed);
result.Append(MutiLineTable(5) + "{" + LineFeed);
result.Append(MutiLineTable(6) + string.Format("{0}\_List.RemoveAt(i);" ,eventName) + LineFeed);
result.Append(MutiLineTable(6) + "break;" + LineFeed);
result.Append(MutiLineTable(5) + "}" + LineFeed);
result.Append(MutiLineTable(4) + "}" + LineFeed);
result.Append(MutiLineTable(3) + "}" + LineFeed);
result.Append(MutiLineTable(2) + "}" + LineFeed);
#endregion
result.Append(MutiLineTable(1) + "}" + LineFeed);
return result.ToString();
}
///
/// 创建Dispatch
///
///
///
///
static string CreateDispatch(string eventName,string eventType)
{
StringBuilder result = new StringBuilder();
result.Append(MutiLineTable(1) + string.Format("public static void {0}\_Dispatch({1})", eventName, GetTypeParameter(eventType)) + LineFeed);
result.Append(MutiLineTable(1) + "{" + LineFeed);
result.Append(MutiLineTable(2) + string.Format("if({0}\_List == null || {1}\_List.Count <= 0)", eventName, eventName) + LineFeed);
result.Append(MutiLineTable(2) + "{" + LineFeed);
result.Append(MutiLineTable(3) + "return;" + LineFeed);
result.Append(MutiLineTable(2) + "}" + LineFeed);
result.Append(MutiLineTable(2) + string.Format("for(int i = 0;i < {0}\_List.Count;i++)", eventName) + LineFeed);
result.Append(MutiLineTable(2) + "{" + LineFeed);
if (!string.IsNullOrEmpty(GetTypeParameter(eventType)))
{
result.Append(MutiLineTable(3) + string.Format("{0}\_List[i]?.Invoke(parameters[i]);", eventName) + LineFeed);
}
else
{
result.Append(MutiLineTable(3) + string.Format("{0}\_List[i]?.Invoke();", eventName) + LineFeed);
}
result.Append(MutiLineTable(2) + "}" + LineFeed);
result.Append(MutiLineTable(1) + "}" + LineFeed);
return result.ToString();
}
///
/// 获取字符串中括号中的内容
///
///
///
static string GetTypeParameter(string typeName)
{
if (string.IsNullOrEmpty(typeName))
{
return string.Empty;
}
using (var e=SettingObj.types.GetEnumerator())
{
while (e.MoveNext())
{
if (e.Current.typeName==typeName)
{
string @delegate = e.Current.typeDelegate;
string result = @delegate.Substring(@delegate.IndexOf("(") + 1, @delegate.IndexOf(")") - (@delegate.IndexOf("(") + 1));
Debug.Log(result);
return result;
}
}
}
return string.Empty;
}
///
/// 多个table
///
///
///
static string MutiLineTable(int count)
{
StringBuilder result = new StringBuilder();
for (int i = 0; i < count; i++)
{
result.Append(LineTable);
}
return result.ToString() ;
}
}
View Code
6.总结
当然,我的这一套事件系统肯定还是有问题的。如果方法参数不止一个float呢?第二个参数是bool?组合起来呢?还有一个问题是,配置文件不够人性化,全部都是字符串,假如多大一个空格或者标点就废了。还有一个非常严重的问题,如果生成的脚本,在语法上有错,不能通过编译器,Unity就会报错,再次点击生成就不会生效。我认识的一个主程让我在Unity外部生成,不要依赖Unity,且使用类似Lua、Python这种脚本语言,目前还不会哈哈哈哈。
三、以前做的事件派发器
1.需要一个通用的参数类型,叫EventArgs,基础类型为Systen.Object
public class EventArgs
{
private List parameters;
public int Count
{
get
{
if (parameters!=null)
{
return parameters.Count;
}
else
{
Debug.Log("parameters is not init");
return 0;
}
}
}
public EventArgs(params System.Object[] parameters)
{
if (this.parameters==null)
{
this.parameters = new List<object>();
}
for (int i = 0; i < parameters.Length; i++)
{
this.parameters.Add(parameters[i]);
}
}
public System.Object this[int index]
{
get
{
if (index>=0||index<parameters.Count)
{
return parameters[index];
}
else
{
Debug.LogError("index must be in range of parameters");
return null;
}
}
}
}
2.还是那句老话,事件派发器需要容器、监听、派发三部分。
public class EventDispatcher
{
public delegate void Listener(EventArgs args);
private static Dictionary<string, Listener> cacheEvents = new Dictionary<string, Listener>();
public static void Attach(string tag,Listener listen)
{
if (cacheEvents==null)
{
cacheEvents = new Dictionary<string, Listener>();
}
if (cacheEvents.ContainsKey(tag))
{
Debug.LogWarning("this tag already exsit in cache,please check agin,tag name:" + tag);
return;
}
if (listen==null)
{
Debug.LogWarning("listen is null,cache failed");
return;
}
cacheEvents.Add(tag, listen);
}
public static void Detach(string tag)
{
if (!cacheEvents.ContainsKey(tag))
{
Debug.LogWarning("tag is not exsit in cache,tag name:"+tag);
return;
}
cacheEvents.Remove(tag);
}
public static void Dispatch(string tag,EventArgs args)
{
if (!cacheEvents.ContainsKey(tag))
{
Debug.LogWarning("this tag does not exsit in cache,please check agin,tag name:" + tag);
return;
}
if (cacheEvents[tag]==null)
{
Debug.LogWarning("this listen is null,invoke failed");
return;
}
cacheEvents[tag].Invoke(args);
}
}
3.总结:
此事件派发器也存在缺陷,任何方法的参数类型都会被转换成System.Object类型,有多余的封装箱操作。且不能重复添加一个方法,至少他的tag不能一样。代码可读性差,报错了都不知道在哪儿。
四、关于事件派发器自己的看法
我相信没有完美的派发器这一说,好的派发器与坏的派发器区别在于,调用是否方便?会不会存在隐藏的危险bug?性能上如何?不同项目有不同的事件派发器,适合自己的才是最好的。如果强行将事件派发器做成那种万金油工具,且不论他是否真的是万金油,代码开发成本之大,耗费时间之长,也不是一般小游戏公司能够耗得起的。上文所述两个派发器,实际上都可以用,而且经历过实战的,并没有什么大问题。
转载请注明:xuhss » Unity-自定义事件派发器的两次尝试