Unity3D优化技巧系列六

笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,国家专利发明人;已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D实战核心技术详解》电子工业出版社等。

CSDN视频网址:http://edu.csdn.net/lecturer/144

继续MVC代码的封装工作,上一节封装到了Control模块,我们现在很多的窗体,如何管理?这需要我们设计一个管理类去管理所有的窗体,下面给读者展示如何编写WindowManager类,代码如下:

namespace Game.View
{
   //场景类型
    public enum EScenesType
    {
        EST_None,
        EST_Login,
        EST_Play,
    }

   //窗体类型
    public enum EWindowType
    {
        EWT_LoginWindow, //登录
        EWT_UserWindow, //用户
        EWT_LobbyWindow,
        EWT_BattleWindow,
        EWT_RoomWindow,
        EWT_HeroWindow,
    }

    public class WindowManager : Singleton<WindowManager>
    {
        public WindowManager()
        {
            mWidowDic = new Dictionary<EWindowType, BaseWindow>();

            mWidowDic[EWindowType.EWT_LoginWindow] = new LoginWindow();
            mWidowDic[EWindowType.EWT_UserWindow] = new UserInfoWindow();
            mWidowDic[EWindowType.EWT_LobbyWindow] = new LobbyWindow();
            mWidowDic[EWindowType.EWT_BattleWindow] = new BattleWindow();
            mWidowDic[EWindowType.EWT_RoomWindow] = new RoomWindow();
            mWidowDic[EWindowType.EWT_HeroWindow] = new HeroWindow();
        }

        public BaseWindow GetWindow(EWindowType type)
        {
            if (mWidowDic.ContainsKey(type))
                return mWidowDic[type];

            return null;
        }

        public void Update(float deltaTime)
        {
            foreach (BaseWindow pWindow in mWidowDic.Values)
            {
                if (pWindow.IsVisible())
                {
                    pWindow.Update(deltaTime);
                }
            }
        }

        public void ChangeScenseToPlay(EScenesType front)
        {
            foreach (BaseWindow pWindow in mWidowDic.Values)
            {
                if (pWindow.GetScenseType() == EScenesType.EST_Play)
                {
                    pWindow.Init();

                    if(pWindow.IsResident())
                    {
                        pWindow.PreLoad();
                    }
                }
                else if ((pWindow.GetScenseType() == EScenesType.EST_Login) && (front == EScenesType.EST_Login))
                {
                    pWindow.Hide();
                    pWindow.Realse();

                    if (pWindow.IsResident())
                    {
                        pWindow.DelayDestory();
                    }
                }
            }
        }

        public void ChangeScenseToLogin(EScenesType front)
        {
            foreach (BaseWindow pWindow in mWidowDic.Values)
            {
                if (front == EScenesType.EST_None && pWindow.GetScenseType() == EScenesType.EST_None)
                {
                    pWindow.Init();

                    if (pWindow.IsResident())
                    {
                        pWindow.PreLoad();
                    }
                }

                if (pWindow.GetScenseType() == EScenesType.EST_Login)
                {
                    pWindow.Init();

                    if (pWindow.IsResident())
                    {
                        pWindow.PreLoad();
                    }
                }
                else if ((pWindow.GetScenseType() == EScenesType.EST_Play) && (front == EScenesType.EST_Play))
                {
                    pWindow.Hide();
                    pWindow.Realse();

                    if (pWindow.IsResident())
                    {
                        pWindow.DelayDestory();
                    }
                }
            }
        }

        /// <summary>
        /// 隐藏该类型的所有Window
        /// </summary>
        /// <param name="front"></param>
        public void HideAllWindow(EScenesType front)
        {
            foreach (var item in mWidowDic)
            {
                if (front == item.Value.GetScenseType())
                {
                    Debug.Log(item.Key);
                    item.Value.Hide();
                    //item.Value.Realse();
                }
            }
        }

        public void ShowWindowOfType(EWindowType type)
        { 
            BaseWindow window;
            if(!mWidowDic.TryGetValue(type , out window))
            {
                return;
            }
            window.Show();
        }

        private Dictionary<EWindowType, BaseWindow> mWidowDic;
    }
}

对窗体进行注册,显示,隐藏等操作,该函数实现了对游戏中所有窗体的管理工作。窗体之间如何切换?我们使用了状态机去编写逻辑,每个窗体都有自己的状态类,状态类也有共性,我们将其抽离出来,实现代码如下:

namespace Game.GameState
{
    public interface IGameState
    {
        GameStateType GetStateType();
        void SetStateTo(GameStateType gsType);
        void Enter();
        GameStateType Update(float fDeltaTime);
        void FixedUpdate(float fixedDeltaTime);
        void Exit();
    }
}
父类实现了后,LoginState的实现如下:

namespace Game.GameState
{
    class LoginState : IGameState
    {
        GameStateType stateTo;

        GameObject mScenesRoot;
	public LoginState()
	{
	}

        public GameStateType GetStateType()
        {
            return GameStateType.GS_Login;
        }

        public void SetStateTo(GameStateType gs)
        {
            stateTo = gs;
        }

        public void Enter()
        {
            SetStateTo(GameStateType.GS_Continue);
            ResourceUnit sceneRootUnit = ResourcesManager.Instance.loadImmediate(GameConstDefine.GameLogin, ResourceType.PREFAB);
            mScenesRoot = GameObject.Instantiate(sceneRootUnit.Asset) as GameObject;

            LoginCtrl.Instance.Enter();
        
            ResourceUnit audioClipUnit = ResourcesManager.Instance.loadImmediate(AudioDefine.PATH_UIBGSOUND, ResourceType.ASSET);
            AudioClip clip = audioClipUnit.Asset as AudioClip;       

            AudioManager.Instance.PlayBgAudio(clip);

            EventCenter.AddListener<CEvent>(EGameEvent.eGameEvent_InputUserData, OnEvent);
            EventCenter.AddListener<CEvent>(EGameEvent.eGameEvent_IntoLobby, OnEvent);
            EventCenter.AddListener(EGameEvent.eGameEvent_SdkLogOff, SdkLogOff);            
        }

        public void Exit()
        {
            EventCenter.RemoveListener<CEvent>(EGameEvent.eGameEvent_InputUserData, OnEvent);
            EventCenter.RemoveListener<CEvent>(EGameEvent.eGameEvent_IntoLobby, OnEvent);
            EventCenter.RemoveListener(EGameEvent.eGameEvent_SdkLogOff, SdkLogOff);       

            //LoadUiResource.DestroyLoad(mUIRoot);
            LoginCtrl.Instance.Exit();
            GameObject.DestroyImmediate(mScenesRoot);            
        }

        public void FixedUpdate(float fixedDeltaTime)
        {
            
        }

        public GameStateType Update(float fDeltaTime)
        {
            return stateTo;
        }

        public void OnEvent(CEvent evt)
        {
            UIPlayMovie.PlayMovie("cg.mp4", Color.black, 2/* FullScreenMovieControlMode.Hidden*/, 3/*FullScreenMovieScalingMode.Fill*/);
            switch (evt.GetEventId())
            {
                case EGameEvent.eGameEvent_InputUserData:
                    SetStateTo(GameStateType.GS_User);
                    break;
                case EGameEvent.eGameEvent_IntoLobby:
                    GameStateManager.Instance.ChangeGameStateTo(GameStateType.GS_Lobby);
                    break;
            }
        }
    }
}
以上是关于State状态机的类实现,代码如下:

namespace Game.GameState
{
    class LoginState : IGameState
    {
        GameStateType stateTo;

        GameObject mScenesRoot;

       // GameObject mUIRoot;
	
		public LoginState()
		{
		}

        public GameStateType GetStateType()
        {
            return GameStateType.GS_Login;
        }

        public void SetStateTo(GameStateType gs)
        {
            stateTo = gs;
        }

        public void Enter()
        {
            SetStateTo(GameStateType.GS_Continue);
            ResourceUnit sceneRootUnit = ResourcesManager.Instance.loadImmediate(GameConstDefine.GameLogin, ResourceType.PREFAB);
            mScenesRoot = GameObject.Instantiate(sceneRootUnit.Asset) as GameObject;

            LoginCtrl.Instance.Enter();
        
            ResourceUnit audioClipUnit = ResourcesManager.Instance.loadImmediate(AudioDefine.PATH_UIBGSOUND, ResourceType.ASSET);
            AudioClip clip = audioClipUnit.Asset as AudioClip;              
        }
        public void Exit()
        {
            EventCenter.RemoveListener<CEvent>(EGameEvent.eGameEvent_InputUserData, OnEvent);
            EventCenter.RemoveListener<CEvent>(EGameEvent.eGameEvent_IntoLobby, OnEvent);
            
            //LoadUiResource.DestroyLoad(mUIRoot);
            LoginCtrl.Instance.Exit();
            GameObject.DestroyImmediate(mScenesRoot);            
        }

        public void FixedUpdate(float fixedDeltaTime)
        {
            
        }

        public GameStateType Update(float fDeltaTime)
        {
            return stateTo;
        }

        public void OnEvent(CEvent evt)
        {
            UIPlayMovie.PlayMovie("cg.mp4", Color.black, 2/* FullScreenMovieControlMode.Hidden*/, 3/*FullScreenMovieScalingMode.Fill*/);
            switch (evt.GetEventId())
            {
                case EGameEvent.eGameEvent_InputUserData:
                    SetStateTo(GameStateType.GS_User);
                    break;
                case EGameEvent.eGameEvent_IntoLobby:
                    GameStateManager.Instance.ChangeGameStateTo(GameStateType.GS_Lobby);
                    break;
            }
        }
    }
}
在Enter函数中,使用了LoginCtrl类接口的调用。另外,我们编写的逻辑是不挂在脚本上的,资源都是动态加载的,后面会告诉读者如何使用,后面会继续给读者讲解。。。。。。




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