V层主要是视图层,视图层主要解决了与UGUI的按钮绑定关系、还有刷新页面回调。V和C的交互则主要通过事件系统。
这里我们看一下V的代码,其实也很简单,分成了两块,一个是输入,一个是输出:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// UI界面,及UI逻辑
/// 即为MVC的V层
/// </summary>
public class MainPanel_UIControl : UIControl
{
protected new void Awake()
{
base.Awake();
Init();
}
void Start()
{
}
#region 界面内容及事件绑定
private Text m_BloodVolumeText;
private Button m_SubtractBloodButton;
private Button m_AddBloodButton;
/// <summary>
/// 初始化获取界面内容、绑定按钮事件
/// </summary>
void Init()
{
m_BloodVolumeText = m_Children["MainPanel/BloodVolumeText"].GetComponent<Text>();
m_SubtractBloodButton = m_Children["MainPanel/SubtractBloodButton"].GetComponent<Button>();
m_AddBloodButton = m_Children["MainPanel/AddBloodButton"].GetComponent<Button>();
//设置按钮点击发送事件
m_SubtractBloodButton.onClick.AddListener(
() => Event.Instance.EventTrigger("OnClickSubtractBloodButton")
);
m_AddBloodButton.onClick.AddListener(
() => Event.Instance.EventTrigger("OnClickAddBloodButton")
);
//监听刷新血量事件
Event.Instance.AddEventListener("RefreshBloodVolumeText", (int bloodVolume) => RefreshBloodVolumeText(bloodVolume));
//发送创建Panel完成事件
Event.Instance.EventTrigger("OnInstanceMainPanel");
}
#endregion
#region 修改界面函数
/// <summary>
/// 刷新血量显示
/// </summary>
/// <param name="bloodVolume"></param>
private void RefreshBloodVolumeText(int bloodVolume)
{
m_BloodVolumeText.text = "血量:" + bloodVolume;
}
#endregion
}
可以看到View层的代码很简洁,后续也应该只写UI相关的逻辑在里面,不要把逻辑写到这边来了哦。
这里将事件系统代码也放过来,大体上跟之前一样,略改了一些空判断:
using System;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 定义一个空接口,作为EventInfo的基类(使用基类存储子类),则字典中存储的为EventInfo类型
/// </summary>
public interface IEventInfo { }
/// <summary>
/// 将Action转化为泛型,包裹在EventInfo,则字典中存储的为EventInfo类型
/// </summary>
/// <typeparam name="T">T</typeparam>
public class EventInfo<T> : IEventInfo
{
public Action<T> actions;
public EventInfo(Action<T> action)
{
actions += action;
}
}
/// <summary>
/// 用于不需要指定泛型的事件使用
/// </summary>
public class EventInfo : IEventInfo
{
public Action actions;
public EventInfo(Action action)
{
actions += action;
}
}
/// <summary>
/// 事件中心
/// </summary>
public class Event : Singleton<Event>
{
//用于储存所有事件的Dictionary
private Dictionary<string, IEventInfo> m_EventDictionary = new Dictionary<string, IEventInfo>();
/// <summary>
/// 添加监听事件
/// </summary>
/// <param name="name"></param>
/// <param name="action"></param>
public void AddEventListener(string name, Action action)
{
if (m_EventDictionary.ContainsKey(name))
{
if (null == (m_EventDictionary[name] as EventInfo))
Debug.LogError("添加了不同参数的委托");
else
(m_EventDictionary[name] as EventInfo).actions += action;
}
else
m_EventDictionary.Add(name, new EventInfo(action));
}
/// <summary>
/// 添加监听事件(有参)
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="name">事件名</param>
/// <param name="action">带参数的委托</param>
public void AddEventListener<T>(string name, Action<T> action)
{
if (m_EventDictionary.ContainsKey(name))
{
if (null == (m_EventDictionary[name] as EventInfo<T>))
Debug.LogError("添加了不同参数的委托");
else
(m_EventDictionary[name] as EventInfo<T>).actions += action;
}
else
m_EventDictionary.Add(name, new EventInfo<T>(action));
}
/// <summary>
/// 移除监听
/// </summary>
/// <param name="name"></param>
/// <param name="action"></param>
public void RemoveEventListener(string name, Action action)//移除
{
if (m_EventDictionary.ContainsKey(name))
{
(m_EventDictionary[name] as EventInfo).actions -= action;
if (null == m_EventDictionary[name])
m_EventDictionary.Remove(name);
}
}
/// <summary>
/// 移除监听(有参)
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="name">事件名</param>
/// <param name="action"></param>
public void RemoveEventListener<T>(string name, Action<T> action)
{
if (m_EventDictionary.ContainsKey(name))
{
(m_EventDictionary[name] as EventInfo<T>).actions -= action;
if (null == m_EventDictionary[name])
m_EventDictionary.Remove(name);
}
}
/// <summary>
/// 触发事件
/// </summary>
/// <param name="name"></param>
public void EventTrigger(string name)
{
if (!m_EventDictionary.ContainsKey(name))
{
Debug.Log("当前事件未被监听:" + name);
return;
}
if (null == (m_EventDictionary[name] as EventInfo))
{
Debug.LogError("调用了不同参数的委托");
}
else if ((m_EventDictionary[name] as EventInfo).actions != null)
(m_EventDictionary[name] as EventInfo).actions.Invoke();
}
/// <summary>
/// 触发事件(有参)
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="name"></param>
/// <param name="info"></param>
public void EventTrigger<T>(string name, T info)
{
if (!m_EventDictionary.ContainsKey(name))
{
Debug.Log("当前事件未被监听:" + name);
return;
}
if (null == (m_EventDictionary[name] as EventInfo<T>))
{
Debug.LogError("调用了不同参数的委托");
}
else if ((m_EventDictionary[name] as EventInfo<T>).actions != null)
(m_EventDictionary[name] as EventInfo<T>).actions.Invoke(info);
}
/// <summary>
/// 清空所有事件
/// </summary>
public void Clear()
{
m_EventDictionary.Clear();
}
/// <summary>
/// 删除事件及其所有监听
/// </summary>
/// <param name="name">事件名</param>
public void DeleteEvent(string name)
{
if (m_EventDictionary.ContainsKey(name))
{
m_EventDictionary.Remove(name);
}
}
}