委托、事件、单例在Unity3D中的使用

原文 请点击这里
翻译:claudio


Here I demonstrate how to create delegates, events and singletons to work in conjunction. This tutorial is written for Unity3D, However, similar code can be used for any C# or .NET application.

在这里我将展示如何结合使用委托、事件以及单例。这个教程针对Unity3D所写,然而,相似的代码可以使用到任何C#或.Net程序中。

Why would I want to know this? As a young self-taught programmer, I often found myself writing tons and tons of boolean statements to determine if some event or action has happened. I listen to those events through Coroutines and other methods to return values. If you find yourself doing this as well, STOP IT!

为什么我想要知道这个? 作为一个自学编程的人,我发现自己在代码中使用了大量的布尔值来决定一些事件或者行为的发生。我监听协同程序(Coroutines)和其他方法来得到返回值。如果你发现自己也在做同样的事情,停止它!

Welcome to Events…

欢迎来到事件…

Intro Lately, I’ve been trying to improve on my C# programming skills and found myself lacking knowledge of the basic understand for Events. So, while looking through numerous tutorials on MSDN and other blogs, I found most tutorials to be over complicated and lush with convoluted code not pertinent to the core concept. I don’t want this to happen to you!

简介
最近我在试图提高自己的C#编程技能,发现自己对事件缺乏基本的了解。所以我阅读了很多MSDN的教程和其他博客,但我发现大多数都写的都十分繁琐并且包含了很多与核心内容不相干的代码。我不希望这些事也在你身上发生。

With that said I will try to explain the basics of Events and how they are used in a project…

正如所说的,我将试图解释事件的基础以及如何将它们应用到项目中。

Singleton? If you don’t know what a Singleton is, you probably should. A Singleton is a script that cannot be an Instanced or ‘Duplicated’. It is, well… Single.

单例?
或许你不知道单例。单例是一个不能被实例化或者“复制”的脚本,也就是说它是“唯一的”。

I recommend using Singletons for things that do not need to be copied multiple times during a game. Such as an Inventory System. Typically, the player only needs one Inventory, so we don’t want to call Instances of it, we only want one. And when we call it, we want to make sure it doesn’t get duplicated.

我建议在那些在游戏中不需要被复制很多次的东西上使用单例。例如目录系统。通常,角色只需要一个目录,我们不想去调用它的实例。当调用它时,我们希望确保它没有被多次复制。

There are many ways to create Singletons, but this method is often used because it’s simple…

有很多方式创造单例,下面是一种常用的方法,因为它比较简单…

csharp code:
// This class sits on my camera and handles all the clicks I send with a Raycast
public class Clicker : MonoBehaviour
{
    // Singleton
    private  static Clicker instance;

    // Construct
    private Clicker() {}

    //  Instance
    public static Clicker Instance
    {
        get
        {
            if (instance ==  null)
                instance = GameObject.FindObjectOfType(typeof(Clicker)) as  Clicker;
                return instance;
        }

        // Do something here, make sure this is public so we can access it through our Instance.
        public void  DoSomething() { }
        ...


Here, I have a class ‘Clicker’ that is attached to my Camera. This class handles all clicks that I send into 3D Space with a Raycast.

这里,我创建了一个名为‘Clicker’的类,并将它链接到摄像机。这个类用来控制三维场景中所有基于射线的点击。

To access my ‘DoSomething’ method from another script, I simply call…

通过在其他脚本中访问‘DoSomething’方法进行简单调用,我只需要简单的调用…

csharp code: Clicker.Instance.DoSomething();

This eliminates the need to use a bunch of Static Method and Variable calls, plus gives us one instance only!

这样就排除了需要创建大量静态方法和变量的情况,好处是只给了我们一个实例。

Delegate and Event? A Delegate can be thought of as a reference pointer to an object/method. When it gets called, it notifies all methods that reference the delegate.

委托和事件? 委托可以想成是一个针对对象和方法的引用指针。当其被调用时,它会通知所有引用委托的方法。

So, first things first…

所以,第一件事首先…

Define a Delegate and the method that gets called when it fires…

定义一个委托和调用时的相应方法…


csharp code:
public class Clicker : MonoBehaviour
{
  // Event Handler
  public delegate void OnClickEvent(GameObject g);
  public event OnClickEvent OnClick;

The delgate called ‘OnClickEvent’ passes a ‘GameObject’ that we can use to define what game object it came from. Then, we defined an ‘event’ OnClick that gets called when the delegate is called.

例子中创建了一个名为‘OnClickEvent’的委托,它包含了一个‘GameObject’类型的参数来获取对象信息。之后,我们定义一个名为‘OnClick‘的事件,当委托被调用时它将得到消息。

Now, in the same script, we need to call the delegate and pass it our GameObject. I’ve done this through a Raycast…

现在,在同一个脚本里,我们需要调用委托来传递给GameObject。我通过使用射线完成了这一步。

csharp code:
public class Clicker : MonoBehaviour
{
  // Event Handler
  public delegate void OnClickEvent(GameObject g);
  public event OnClickEvent OnClick;
  // Handle our Ray and Hit
  void Update ()
  {
    // Ray
    Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
    // Raycast Hit
    RaycastHit hit;
    if (Physics.Raycast(ray, out hit, 100))
    {
      // If we click it
      if (Input.GetMouseButtonUp(0))
      {
        // Notify of the event!
                         OnClick(hit.transform.gameObject);
      }
    }
  }
}

As you can see, if the Ray has contact an Object in the scene and we Left-Mouse-Click, we call the event and pass the GameObject.

正如你看到的,如果摄像在场景中接触到了物体,点击鼠标左键,我们调用了事件并且传递了GameObject。

The last thing we must do is reference the delegate from our other scripts that are listening to the call. For this I’ve created a class called ‘GoldPile’.

最后要做的是在其他脚本中引用委托来监听调用。所以我创建了一个名为’GoldPile‘的类。

csharp code:
public class GoldPile : MonoBehaviour
{
  // Awake
  void Awake ()
  {
    // Start the event listener
    Clicker.Instance.OnClick += OnClick;
  }
  // The event that gets called
  void OnClick(GameObject g)
  {
    // If g is THIS gameObject
    if (g == gameObject)
    {
      Debug.Log("Hide and give us money!");
      // Hide
      gameObject.active = false;
    }
  }
}

In our Awake() method, we’ve defined our listening Event and assigned a local method that gets called ‘OnClick’. ‘OnClick’ does not need to be the same as our delegate method, but it can be.

在Awake()方法中,我们定义了正在监听的事件并且分配了一个名为‘OnClick’的本地方法。‘OnClick’不需要和委托方法(命名)一致,但实际上可以。

Note: In our previous post we added a Singleton to our Clicker class. This allows us to use Clicker.Instance

注意:之前,我们已经在Clicker类中加入了单例。这允许我们使用Clicker.Instance。

As you can see, we’ve also created the OnClick() method that passes our GameObject we clicked on.

正如你看到的,我们已经创建了OnClick()方法并将点击到的对象用作了参数。

Note: You must use if (g == gameObject), otherwise it will hide other instances of that method in the scene as well… This is why we pass the GameObject for reference!

注意:你必须使用 if (g == gameObject),否则它也将隐藏场景中的其他实例物体。这既是为什么我们需要为引用传递GameObject参数。

Now you are free to add this method to any other script in your game if needed. Don’t forget to define the method and delegate in your Awake().

现在你可以自由地添加这个方法到你游戏中的其他脚本。不要忘记在Awake()中定义方法和委托。

You can download the complete project for your reference HERE. Enjoy! :)

你可以在这里下载完成的工程文件。

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