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单例模式。
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<Timer> m_Timers = new List<Timer>();
- private List<Timer> m_NeedRemoveTimer = new List<Timer>();
- private List<Timer> m_CurRunTimer = new List<Timer>();
- /// <summary>
- /// Sets the timer.
- /// </summary>
- /// <param name='observer'>
- /// The TimerObserverOrSubject you need to listen
- /// </param>
- /// <param name='callback'>
- /// The callback when condition is true.
- /// </param>
- /// <param name='arg'>
- /// Argument of the callback.
- /// </param>
- /// <param name='observer'>
- /// The TimerObserverOrSubject you need to observe
- /// </param>
- /// <param name='isCanDoFunc'>
- /// The condition function, must return a boolean.
- /// </param>
- /// <param name='argForIsCanDo'>
- /// Argument for condition function.
- /// </param>
- 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);
- }
- /// <summary>
- /// Sets the timer.
- /// </summary>
- /// <param name='observer'>
- /// The TimerObserverOrSubject you need to listen
- /// </param>
- /// <param name='callback'>
- /// The callback when time is up.
- /// </param>
- /// <param name='arg'>
- /// Argument of the callback.
- /// </param>
- /// <param name='timepass'>
- /// Timepass before calling the callback.
- /// </param>
- 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);
- }
- }
- /// <summary>
- /// Clears all Timers of the observer.
- /// </summary>
- /// <param name='observer'>
- /// The TimerObserverOrSubject you need to clear
- /// </param>
- public void ClearTimer(TimerObserverOrSubject observer) {
- List<Timer> needRemovedTimers = new List<Timer>();
- 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);
- }
- }
- }
- }
首先,它定义了回调函数的类型:
- 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 官方文档。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:
- /// <summary>
- /// Sets the timer.
- /// </summary>
- /// <param name='observer'>
- /// The observer to observe the subject
- /// </param>
- /// <param name='callback'>
- /// The callback when condition is true.
- /// </param>
- /// <param name='arg'>
- /// Argument of the callback.
- /// </param>
- /// <param name='subject'>
- /// The subject you need to observe
- /// </param>
- /// <param name='isCanDoFunc'>
- /// The condition function, must return a boolean.
- /// </param>
- /// <param name='argForIsCanDo'>
- /// Argument for condition function.
- /// </param>
- 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:
- /// <summary>
- /// Sets the timer.
- /// </summary>
- /// <param name='observer'>
- /// The observer to observe the subject
- /// </param>
- /// <param name='callback'>
- /// The callback when time is up.
- /// </param>
- /// <param name='arg'>
- /// Argument of the callback.
- /// </param>
- /// <param name='timepass'>
- /// Timepass before calling the callback.
- /// </param>
- 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);
- }
- }
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。
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!