这次的内容有点类似设计模式里的观察者模式。但是和常规意义上的观察者模式也不是完全一致,所以各位就不要咬文嚼字啦!咦?设计模式?!不懂!没关系,说不定你以前就用过。
开场白
我们来想象一个场景。在加载一个模型时,你需要从网上下载,但是你并不知道下载需要花费多少时间。你所知道的是,当下载完成后,就可以把模型放在特定位置上,开始游戏。那么,我们怎样才能判断下载完成呢?
一个简单的方法是,在每一帧的时候都判断下载是否完成,完成后就可以继续后面的工作。因此,我们可以这样做,我们告诉一个管理器,嗨,你帮我盯着点,看下载完了没有,完了就叫我一声,好让我执行XXX函数。我们今天要做的,就是构造这样一个管理器。
实现
注意,下面的代码依赖于之前所讲到的。
我们不防把上面这样一件工作成为一个计数器——Timer(这个名字可能不太恰当),把需要被通知者成为观察者——Oberver,而像下载管理器这样的对象成为一个主题——Subject。
首先,我们来定义观察者和主题对象。 TimerObserverOrSubject.cs如下:
using UnityEngine;using System.Collections;public class TimerObserverOrSubject : MonoBehaviour { virtual protected void OnDestroy () { if(Singleton.IsCreatedInstance("TimerController")) { (Singleton.getInstance("TimerController") as TimerController).ClearTimer(this); } }}
TimerObserverOrSubject.cs的内容非常简单,它的工作就是在该脚本被析构时,及时地从计数器管理器里面删除涉及这个对象的所有Timer。
计数器管理器的脚本—— TimerController.cs如下:
using UnityEngine;using System.Collections;using System.Collections.Generic; public class TimerController : MonoBehaviour { public delegate void OnCallBack(object arg); public delegate bool OnIsCanDo(object arg); public class Timer { public TimerObserverOrSubject m_Observer; public OnCallBack m_Callback = null; public object m_Arg = null; public TimerObserverOrSubject m_Subject; public OnIsCanDo m_IsCanDoFunc = null; public object m_ArgForIsCanDoFunc = null; public float m_PassTime = 0; public Timer(TimerObserverOrSubject observer, OnCallBack callback, object arg, TimerObserverOrSubject subject, OnIsCanDo isCanDoFunc, object argForIsCanDo) { m_Observer = observer; m_Callback = callback; m_Arg = arg; m_Subject = subject; m_IsCanDoFunc = isCanDoFunc; m_ArgForIsCanDoFunc = argForIsCanDo; m_PassTime = 0; } public Timer(TimerObserverOrSubject observer, OnCallBack callback, object arg, float time) { m_Observer = observer; m_Callback = callback; m_Arg = arg; m_Subject = null; m_IsCanDoFunc = null; m_ArgForIsCanDoFunc = null; m_PassTime = time; } } private List首先,它定义了回调函数的类型:m_Timers = new List (); private List m_NeedRemoveTimer = new List (); private List m_CurRunTimer = new List (); /// /// Sets the timer. /// /// /// The TimerObserverOrSubject you need to listen /// /// /// The callback when condition is true. /// /// /// Argument of the callback. /// /// /// The TimerObserverOrSubject you need to observe /// /// /// The condition function, must return a boolean. /// /// /// Argument for condition function. /// public void SetTimer(TimerObserverOrSubject observer, OnCallBack callback ,object arg, TimerObserverOrSubject subject, OnIsCanDo isCanDoFunc,object argForIsCanDo) { if (observer == null || subject == null || callback == null || isCanDoFunc == null) return; if (isCanDoFunc(argForIsCanDo)) { callback(arg); return; } Timer timer = new Timer(observer, callback, arg, subject, isCanDoFunc, argForIsCanDo); m_Timers.Add(timer); } ////// Sets the timer. /// /// /// The TimerObserverOrSubject you need to listen /// /// /// The callback when time is up. /// /// /// Argument of the callback. /// /// /// Timepass before calling the callback. /// public void SetTimer(TimerObserverOrSubject observer, OnCallBack callback , object arg, float timepass) { if (observer != null && callback != null) { Timer timer = new Timer(observer, callback, arg, timepass); m_Timers.Add(timer); } } ////// Clears all Timers of the observer. /// /// /// The TimerObserverOrSubject you need to clear /// public void ClearTimer(TimerObserverOrSubject observer) { ListneedRemovedTimers = new List (); foreach (Timer timer in m_Timers) { if (timer.m_Observer == observer || timer.m_Subject) { needRemovedTimers.Add(timer); } } foreach (Timer timer in needRemovedTimers) { m_Timers.Remove(timer); } } // Update is called once per frame void Update () { InitialCurTimerDict(); RunTimer(); RemoveTimer(); } private void InitialCurTimerDict() { m_CurRunTimer.Clear(); foreach (Timer timer in m_Timers) { m_CurRunTimer.Add(timer); } } private void RunTimer() { m_NeedRemoveTimer.Clear(); foreach (Timer timer in m_CurRunTimer) { if (timer.m_IsCanDoFunc == null) { timer.m_PassTime = timer.m_PassTime - Time.deltaTime; if (timer.m_PassTime < 0) { timer.m_Callback(timer.m_Arg); m_NeedRemoveTimer.Add(timer); } } else { if (timer.m_IsCanDoFunc(timer.m_ArgForIsCanDoFunc)) { timer.m_Callback(timer.m_Arg); m_NeedRemoveTimer.Add(timer); } } } } private void RemoveTimer() { foreach (Timer timer in m_NeedRemoveTimer) { if (m_Timers.Contains(timer)) { m_Timers.Remove(timer); } } }}
public delegate void OnCallBack(object arg); public delegate bool OnIsCanDo(object arg);关于C#的委托机制,如果有童鞋不了解,请详见 。简单来说,委托类似一个函数指针,常被用于回调函数。
然后,定义了一个数据类型Timer用于保存一个计数器的各个信息。
接下来,就是TimerController的两个重要的SetTimer函数。我们先看第一个SetTimer函数:
////// Sets the timer. /// /// /// The observer to observe the subject /// /// /// The callback when condition is true. /// /// /// Argument of the callback. /// /// /// The subject you need to observe /// /// /// The condition function, must return a boolean. /// /// /// Argument for condition function. /// public void SetTimer(TimerObserverOrSubject observer, OnCallBack callback ,object arg, TimerObserverOrSubject subject, OnIsCanDo isCanDoFunc,object argForIsCanDo) { if (observer == null || subject == null || callback == null || isCanDoFunc == null) return; if (isCanDoFunc(argForIsCanDo)) { callback(arg); return; } Timer timer = new Timer(observer, callback, arg, subject, isCanDoFunc, argForIsCanDo); m_Timers.Add(timer); }
根据函数说明可以看出,它负责建立一个计数器,当subject的 isCanDoFunc( argForIsCanDo)函数返回true时,通知 observer,执行 observer的 callback( arg)函数。
第二个SetTimer函数更简单:
///它负责建立一个计数器,在 timepass的时间后,通知observer,执行observer的callback(arg)函数。/// Sets the timer. /// /// /// The observer to observe the subject /// /// /// The callback when time is up. /// /// /// Argument of the callback. /// /// /// Timepass before calling the callback. /// public void SetTimer(TimerObserverOrSubject observer, OnCallBack callback , object arg, float timepass) { if (observer != null && callback != null) { Timer timer = new Timer(observer, callback, arg, timepass); m_Timers.Add(timer); } }
Update()函数里面负责检查所有Timer是否可以触发以及是否需要删除。
例子
在这个例子里,我们需要在程序开始运行5秒后,打印一些信息。当然这个的实现有很多方法,这里我们使用今天实现的TimerController来实现。
TimerSample.cs的内容如下:
using UnityEngine;using System.Collections;public class TimerSample : TimerObserverOrSubject { private TimerController m_TimerCtr = null; private bool m_IsCanDisplay = false; private string m_DisplayContent = "Hello, candycat!"; // Use this for initialization void Start () { m_TimerCtr = Singleton.getInstance("TimerController") as TimerController; //m_TimerCtr.SetTimer(this, Display, m_DisplayContent, 5); m_TimerCtr.SetTimer(this, Display, null, this, IsCanDisplay, null); StartCoroutine(DelayDisplay()); } void Display(object arg) { if (arg == null) { Debug.Log(m_DisplayContent); } else { string content = arg as string; Debug.Log(content); } } bool IsCanDisplay(object arg) { return m_IsCanDisplay; } IEnumerator DelayDisplay() { yield return new WaitForSeconds(5.0f); m_IsCanDisplay = true; } // Update is called once per frame void Update () { }}首先,它向 TimerController请求注册了一个计时器。这里,它的条件是 IsCanDisplay函数,它返回bool值 m_IsCanDisplay。而这个值将会在5秒后,通过协同函数 DelayDisplay来由false置为true。当其为true时,TimerController就将通知TimerSample调用 Display函数。
我们将第16行代码注释解开,并将18-20行代码注释掉,则可以达到相同的效果。
结束语
C#的委托机制还是非常常用的,使用Unity的童鞋最好还是了解一下。关于TimerController的执行效率,由于它是每一帧都要去判断所有的condition函数,所以应当让condition函数中的逻辑尽可能简单。
好了,这次就到这里,如果有更好的想法,或者这里的代码有什么问题,都非常欢迎指正。谢谢阅读!