Unity 之 实用工具类分享

前言:最近做项目,每次新建一个项目都有重新去写一些工具类,有些东西写过了,就想这去之前的项目里面找,可是总是找了好一会才找到,实在是有些费劲;于是我总结了几个常用的工具类,以后做项目的时候直接导入工程使用就行了。
文末分享了一个UnityStriptsTools.unitypackage供大家使用。

一,单例

挂载到游戏物体上的单例实现

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 单例
/// </summary>
public class Singleton<T> : MonoBehaviour where T: Singleton<T>
{
    private static T _instance;

    public static T Ins
    {
        get
        {
            return _instance;
        }
    }

    protected virtual void Awake()
    {
        _instance = (T)this;
    }

    protected virtual void OnDestory()
    {
        _instance = null;
    }
}

使用示例:这样就其他脚本中反问时,就不需要通过对应的GameObject.GetComponent<>() 来获取了,直接类名.Ins这样可以了

示例代码:(记得要挂载到游戏物体上哦)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 单例使用示例
/// 外部访问直接 --> SingletonTest.Ins.Show();
/// </summary>
public class SingletonTest : Singleton<SingletonTest>
{
    void Start()
    {
        //外部访问示例
        //SingletonTest.Ins.Show();
    }

    /// <summary>
    /// 外部单例访问测试
    /// </summary>
    public void Show()
    {
        
    }
}

不继承MonoBehaviour的写法

public class Singleton<T> where T : new()
{
	private static T instance;
	
	public static T Instance
	{
		get
		{
			if(instance == null)
				instance = Activator.CreateInstance<T>();
			return Singleton<T>.instance;
		}
	}
	
	protected Singleton()
	{
	}
}

二,对象池

通过一个公用脚本来统一管理需要动态加载的物体(如:子弹),这样用起来会方便很多,大量重复调用时也不有频繁生成销毁的销耗。

使用方法:将脚本挂载到一个空物体上,将其作为回收游戏对象的父物体,然后可以结合上面的单例一起使用,详情代码请看注释。

using System.Collections.Generic;
using System.Reflection;
using UnityEngine;

/// <summary>
/// 对象池
/// </summary>
public class PoolManager : MonoBehaviour//Singleton<PoolManager>
{
	//最大容量 --> 你需要根据实际情况来调整这个数值
    private int maxSize = 50;
    private List<GameObject> objectPool;

    #region 1.使用单例工具类 --> 需要删除"MonoBehaviour"并打开注释 "Singleton<PoolManager>"
    
    //protected override void Awake()
    //{
    //    base.Awake();
    //    InitPool();
    //}

    #endregion
    
    #region 2.自给自足,单例初始化
    
    private static PoolManager _instance;
    public static PoolManager Ins
    {
        get
        {
            return _instance;
        }
    }

    protected virtual void Awake()
    {
        _instance = (PoolManager)this;
        InitPool();
    }

    protected virtual void OnDestory()
    {
        _instance = null;
    }

    #endregion
  
    /// <summary>
    /// 初始化对象池
    /// </summary>
    void InitPool()
    {
        objectPool = new List<GameObject>();
    }

    /// <summary>
    /// 处理游戏体的所有子物体 -- 注意通过对象池生成的物体不要使用这个方法回收
    /// </summary>
    /// <param name="tr"></param>
    public void Dispose(Transform tr)
    {
        Transform[] ch = new Transform[tr.childCount];
        for (int i = 0; i < ch.Length; i++)
        {
            ch[i] = tr.GetChild(i);
        }
        for (int i = 0; i < ch.Length; i++)
        {
            ch[i].gameObject.SetActive(false);
            ch[i].SetParent(transform);
            objectPool.Add(ch[i].gameObject);
            ch[i] = null;
        }
        GameObject uselessObj;
        while (objectPool.Count > maxSize)
        {
            uselessObj = objectPool[0];
            objectPool.RemoveAt(0);
            Destroy(uselessObj);
        }
        Resources.UnloadUnusedAssets();
    }

    /// <summary>
    /// 加载预制体
    /// 参数示例:(transform, "Prefabs/GameObject")
    /// </summary>
    /// <param name="parent">父物体</param>
    /// <param name="path">加载路径</param>
    /// <returns></returns>
    public GameObject LoadPrefab(Transform parent, string path)
    {
        string[] nameArr = path.Split('/');
        
        string name = nameArr[nameArr.Length - 1];
        GameObject obj = LoadPrefab(path, name);
        
        obj.transform.SetParent(parent);
        SetLoaclScale(obj);
        obj.gameObject.SetActive(true);
        
        return obj;
    }
    
    /// <summary>
    /// 加载预制体
    /// </summary>
    /// <param name="parent">父物体</param>
    /// <param name="path">加载路径</param>
    /// <returns></returns>
    GameObject LoadPrefab(string path, string name)
    {
        GameObject obj = null;

        for (int i = 0; i < objectPool.Count; i++)
        {
            if (objectPool[i].name == name)
            {
                obj = objectPool[i];
                objectPool.RemoveAt(i);
                break;
            }
        }

        if (obj == null)
        {
            obj = Instantiate(Resources.Load<GameObject>(path));
            obj.name = name;
        }
        return obj;
    }
    /// <summary>
    /// 设置本地缩放
    /// </summary>
    /// <param name="prefab"></param>
    private void SetLoaclScale(GameObject prefab)
    {
        RectTransform rect = prefab.GetComponent<RectTransform>();
        if (rect)
        {
            rect.anchoredPosition3D = Vector3.zero;
            rect.offsetMin = Vector2.zero;
            rect.offsetMax = Vector2.zero;
            rect.localScale = Vector3.one;
        }
        else
        {
            //prefab.transform.localPosition = Vector3.zero;
            prefab.transform.localScale = Vector3.one;
        }
    }
    
    /// <summary>
    /// 删除游戏体到对象池
    /// </summary>
    /// <param name="obj"></param>
    public void Dispose(GameObject obj)
    {
        obj.SetActive(false);
        obj.transform.SetParent(transform);
        objectPool.Add(obj);
    }

    /// <summary>
    /// 清空对象池
    /// </summary>
    public void ClearPool()
    {
        for (int i = 0; i < objectPool.Count; i++)
        {
            Destroy(objectPool[i]);
        }
        objectPool.Clear();
    }
   
}


三,公共方法类

记录了几个常用方法:List,Dictionary 转字符串,加载Json,XML文件, 加载Sprite,SpriteAtlas,Material,Texture资源,概率随机数。

可根据实际使用进行增删改。

using System.Collections.Generic;
using System.Text;
using System.Xml;
//using LitJson;
using UnityEngine;
using UnityEngine.U2D;

/// <summary>
/// 公共方法类
/// </summary>
public static class CommandMethod
{

    #region List,Dictionary 转字符串

    // 需要转换什么类型,转换为什么格式自己重载就可以了
    // ** 建议不要写成泛型的方式,为避免装箱拆箱。**

    public static string ListToJson(int[] data)
    {
        StringBuilder content = new StringBuilder();
        content.Append("[");
        for (int i = 0; i < data.Length; i++)
        {
            if (i == data.Length - 1)
                content.Append(data[i] + "]");
            else
                content.Append(data[i] + ",");
        }

        return content.ToString();
    }

    public static string ListToJson(List<string> list)
    {
        StringBuilder content = new StringBuilder();
        content.Append("[");
        for (int i = 0; i < list.Count; i++)
        {
            content.Append(i + ":" + list[i]);
        }

        content.Append("]");
        return content.ToString();
    }

    public static string DicToJson(Dictionary<string, string> dictionary)
    {
        StringBuilder content = new StringBuilder();
        content.Append("{");
        foreach (var key in dictionary.Keys)
        {
            content.Append(key + ":" + dictionary[key] + ",");
        }

        content.Append("}");
        return content.ToString();
    }

    #endregion

    #region 加载Json,XML文件

    /// <summary>
    /// 加载Json文件 --> 需要在工程中添加Litjson.dll文件,否则会报错
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    //public static JsonData LoadJson(string path)
    //{
    //    TextAsset asset = Resources.Load<TextAsset>(path);
    //    if (!asset)
    //    {
    //        Debug.LogError("加载Json文件 错误,路径是:" + path);
    //        return null;
    //    }
    //    // 将读取到的字符串转换为JsonData 返回去
    //    return JsonMapper.ToObject(asset.text);
    //}

    /// <summary>
    /// 加载XMl文件
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    public static string LoadXML(string path)
    {
        XmlDocument Xdoc = new XmlDocument();
        Debug.Log("当前目录是:" + path); //Application.dataPath);
        //加载XML 文件
        Xdoc.Load(path + ".xml");

        //获取跟节点
        XmlElement root = Xdoc.DocumentElement;
        Debug.Log("根元素是:" + root.Name);

        // data : 下一个子节点的名称 
        //XmlNode dataNode = root.SelectSingleNode("data");  //获取根节点下的子节点
        //Debug.Log("节点名称"+dataNode.Name);

        StringBuilder content = new StringBuilder();

        // 读取到的字符串
        for (int i = 0; i < root.ChildNodes.Count; i++)
        {
            content.Append(root.ChildNodes[i].InnerText + ",");
        }

        return content.ToString();
    }

    #endregion

    #region 概率随机数

    /// <summary>
    /// 指定概率随机数
    /// 参数示例[10,20,30] -> 解释为数组索引0.1.2产生概率分别为 17%, 33%,50%
    /// </summary>
    /// <param name="rate">几率数组(%)</param>
    /// <returns></returns>
    public static int RandArr(int[] rate)
    {
        // 求和
        int total = 1; // 随机数区间 [0,10) 左闭右开,所以初始值设置为1
        for (int i = 0; i < rate.Length; i++)
        {
            total += rate[i];
        }

        // 求随机
        int r = Random.Range(1, total);
        int t = 0;
        // 计算返回随机数组索引
        for (int i = 0; i < rate.Length; i++)
        {
            t += rate[i];
            if (r < t)
            {
                return i;
            }
        }

        return 0;
    }

    #endregion
    
    #region 加载Sprite,SpriteAtlas,Material,Texture资源

    /// <summary>
    /// 加载Sprite
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    public static Sprite LoadSprite(string path)
    {
        return Resources.Load<Sprite>(path);
    }

    /// <summary>
    /// 已加载图集记录
    /// </summary>
    private static Dictionary<string, SpriteAtlas> m_UISpriteAtlasDic = new Dictionary<string, SpriteAtlas>();

    /// <summary>
    /// 加载指定路径图集中的指定名称图片
    /// </summary>
    /// <param name="_atlasPath"></param>
    /// <param name="_spriteName"></param>
    /// <returns></returns>
    public static Sprite LoadSprite(string _atlasPath, string _spriteName)
    {
        Sprite tempSprite = null;
        SpriteAtlas tempAtlas = GetSpriteAtlas(_atlasPath);
        Debug.Log(_atlasPath + ".." + (tempAtlas == null));
        if (tempAtlas != null) tempSprite = tempAtlas.GetSprite(_spriteName);
        return tempSprite;
    }

    /// <summary>
    /// 获取一个图集
    /// </summary>
    /// <param name="atlasName"></param>
    /// <returns></returns>
    static SpriteAtlas GetSpriteAtlas(string atlasName)
    {
        if (m_UISpriteAtlasDic.ContainsKey(atlasName))
        {
            if (m_UISpriteAtlasDic[atlasName] == null)
                m_UISpriteAtlasDic[atlasName] = Resources.Load<SpriteAtlas>(atlasName);
        }
        else
        {
            m_UISpriteAtlasDic.Add(atlasName, Resources.Load<SpriteAtlas>(atlasName));
        }

        return m_UISpriteAtlasDic[atlasName];
    }

    /// <summary>
    /// 加载材质球
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    public static Material LoadMaterial(string path)
    {
        return Resources.Load<Material>(path);
    }

    /// <summary>
    /// 加载贴图
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    public static Texture LoadTexture(string path)
    {
        return Resources.Load<Texture>(path);
    }

    #endregion
}


四,切换场景不销毁

使用方法:将脚本挂载到,切换场景时不销毁的物体上即可。

using UnityEngine;

/// <summary>
/// 加载时不销毁的对象
/// </summary>
public class DontDestroy : MonoBehaviour
{
    private void Awake()
    {
        DontDestroyOnLoad(gameObject);
    }
    
}

五,自我销毁

定时炸弹,挂载到不同游戏物体上,通过Inspector面板赋值Delay,经过Delay时间后自动销毁。

using UnityEngine;
using System.Collections;

/// <summary>
/// 自我销毁
/// </summary>
public class SelfDestroying : MonoBehaviour
{
    // 自动销毁到计时
    public float Delay;

    void Awake()
    {
        StartCoroutine(SelfDestroy(Delay));
    }

    private IEnumerator SelfDestroy(float delay)
    {
        yield return new WaitForSeconds(delay);
        Destroy(gameObject);
    }
}

六,进度条

切换场景时的进度条,需要显示%多少的文本,就给m_PassageText赋值,不需要则可以不用管,或者删除相关代码。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class LoadIng : MonoBehaviour
{
    // 进度条
    public Slider m_slider;
    // 进度文本 --> 不需要就删除
    public Text m_PassageText;

    void Start()
    {
        //m_slider = this.transform.GetComponent<Slider>();
        // 记得修改要加载的场景名称
        StartCoroutine(StartLoadingSecne("Main"));
    }

    private IEnumerator StartLoadingSecne(string sceneName)
    {
        AsyncOperation op = SceneManager.LoadSceneAsync(sceneName);
        op.allowSceneActivation = false;
        int curProgressValue = 0;
        while (curProgressValue == 90 || op.progress == 0.9) //!op.isDone
        {
            //progress 的取值范围在0.1 - 1之间, 但是它不会等于1
            //也就是说progress可能是0.9的时候就直接进入新场景了
            if (curProgressValue < (op.progress * 100))
            {
                curProgressValue++;
            }

            SetLoading(curProgressValue);
            yield return new WaitForEndOfFrame();
        }

        // 模拟加载到100%
        while (curProgressValue < 100)
        {
            curProgressValue++;
            SetLoading(curProgressValue);
            yield return new WaitForEndOfFrame();
        }

        op.allowSceneActivation = true;

        yield return op;
    }

    void SetLoading(float value)
    {
        m_slider.value = value / 100f;
        if (m_PassageText)
        {
            m_PassageText.text = "Loading..." + value / 100f + "%";
        }
    }
}

七,为Image添加监听

为Image,Text 这种没有Button组件的UI添加监听事件,自己继承EventTrigger,实现了一个工具类,使用方法往后看:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class EventTriggerListener : EventTrigger
{

    public delegate void VoidDelegate(GameObject go);  
    public VoidDelegate onClick;
    public VoidDelegate onSelect;
    public VoidDelegate onBegainDrag;
    //public VoidDelegate onDown;
    //public VoidDelegate onUp;

    public VoidDelegate onPress;
    public VoidDelegate DesPress;

    static public  EventTriggerListener Get(GameObject go)
    {  
        EventTriggerListener listener = go.GetComponent<EventTriggerListener>();  
        if (listener == null) listener = go.AddComponent<EventTriggerListener>();  
        return listener;  
    }
    public override void OnPointerClick(PointerEventData eventData)
    {
        if (onClick != null)
        {
            onClick(gameObject);
        }
    }
    public override void OnSelect(BaseEventData eventData)
    {
        if (onSelect != null) onSelect(gameObject);
    }

    public override void OnBeginDrag(PointerEventData eventData)
    {
        if (onBegainDrag != null) onBegainDrag(gameObject);
    }

    public override void OnPointerDown(PointerEventData eventData)
    {
        if (onPress != null)
        {
            onPress(gameObject);
        }
    }
    public override void OnPointerUp(PointerEventData eventData)
    {
        if (DesPress != null)
        {
            DesPress(gameObject);
        }
    }

}

使用实例:通过EventTriggerListener给 可交互的UI组件添加点击事件,示例代码如下:

using UnityEngine;
using UnityEngine.UI;

public class EventListenerTest : MonoBehaviour
{
    public Text text;
    public Image image;

    void Start()
    {
        //添加监听
        EventTriggerListener.Get(text.gameObject).onClick = OnButtonClick;
        EventTriggerListener.Get(image.gameObject).onClick = OnButtonClick;
        
        //取消监听
        // Destroy(EventTriggerListener.Get(image.gameObject).GetComponent<EventTriggerListener>()); 
    }
    
    void OnButtonClick(GameObject go)
    {
        Debug.Log("OnButtonClick ..." + go.name);
        //根据点击不同按钮做指定的事情
        switch (go.name)
        {
            case "Back":
                Debug.Log("OnButtonClick ... Back");
                break;
            case "GoOn":
                Debug.Log("OnButtonClick ... GoOn");
                break;
        }
    }

}


八,时间工具类

这个没什么可说的了,根据自己的需求增删改就行了。

using System;
using UnityEngine;

/// <summary>
/// 时间工具类
/// </summary>
public static class TimerTools
{
    /// <summary>
    /// 获取当前的时间戳(秒)
    /// </summary>
    /// <returns></returns>
    public static long GetNowTime()
    {
        TimeSpan cha = (DateTime.Now - TimeZone.CurrentTimeZone.ToLocalTime(new DateTime(1970, 1, 1)));
        long t = (long)cha.TotalSeconds;
        return t;
    }
    
    /// <summary>
    /// 获取两个时间戳时间间隔(单位秒)
    /// </summary>
    /// <param name="timestapMax">时间戳1(10位)</param>
    /// <param name="timestapMin">时间戳2(10位)</param>
    /// <returns></returns>
    public static int GetSecondInterval(long timestapMax, long timestapMin)
    {
        //Debug.Log("时间戳间隔:    " + timestapMax + "        " + timestapMin);
        int resultTime = (int)Mathf.Round((float)((timestapMax - timestapMin)));
        return resultTime;
    }
    
    /// <summary>
    /// 计时时间转 00:00格式
    /// </summary>
    /// <param name="time">转换时间</param>
    /// <param name="showHour">显示小时</param>
    /// <returns></returns>
    public static string TimerIntToString(int time, bool showHour = false)
    {
        if (showHour)
        {
            return (time / 3600 > 9 ? "" : "0") + time / 3600 + ":" + ((time % 3600) / 60 > 9 ? "" : "0") +
                   (time % 3600) / 60 + ":" + (time % 60 > 9 ? "" : "0") + time % 60;
        }
        else
        {
            return (time / 60 > 9 ? "" : "0") + time / 60 + ":" + (time % 60 > 9 ? "" : "0") + time % 60;
        }
    }


    /// <summary>
    /// 两个日期是否是同一天
    /// </summary>
    /// <param name="t1"></param>
    /// <param name="t2"></param>
    /// <returns></returns>
    public static bool IsOneDay(string DateTime1, string DateTime2)
    {
        DateTime t1 = Convert.ToDateTime(DateTime1);
        DateTime t2 = Convert.ToDateTime(DateTime2);
        Debug.Log(t1 + ".." + t2 + "---" + t1.Day + ".." + t2.Day);
        return (t1.Year == t2.Year && t1.Month == t2.Month && t1.Day == t2.Day);
    }


    #region 时间戳 和 DateTime 相互转换

    /// <summary>
    /// DateTime转换为Unix时间戳
    /// </summary>
    /// <param name="dateTime"></param>
    /// <returns></returns>
    public static long DateTimeToUnix(DateTime dateTime)
    {
        DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1)); // 当地时区
        // 相差秒数
        long timeStamp = (long)(dateTime - startTime).TotalSeconds;
        Console.WriteLine();

        return timeStamp;
    }
    
    /// <summary>
    /// Unix时间戳转换为 DateTime
    /// </summary>
    /// <param name="unixTimeStamp"></param>
    /// <returns></returns>
    public static string UnixToDateTime(long unixTimeStamp)
    {
        //long unixTimeStamp = 1478162177;
        DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1)); // 当地时区
        DateTime dt = startTime.AddSeconds(unixTimeStamp);
        Debug.Log(dt.ToString("yyyy/MM/dd HH:mm:ss:ffff"));
        return  dt.ToString("yyyy/MM/dd HH:mm:ss:ffff");
    }
    #endregion
   
}

所有代码的package:下载链接

文件目录:
111

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