其实我之前写过文章来讲这个,现在理解更深刻,来补上一些见解
说起MVC,大家应该都熟悉,M:模型、V:视图、C:控制器,他们的流程就是这样:
讲的通俗一点,MVC就是将这些东西各司其职,在出现问题或者有修改,或者换皮时无比方便,
在这里我选择用,按下键让面板显示隐藏的案例,废话不多说,开整
新建一个工程,创建一下文件夹,Model、View、Controller,方便管理
我们先从控制器开始,新建GameRoot脚本,脚本中写入以下代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameRoot : MonoBehaviour
{
[SerializeField] UserInfoView userInfoView;
// Start is called before the first frame update
void Start()
{
userInfoView.ClickBtnAction = () =>
{
Debug.Log("点击了测试按钮");
};
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.A))
{
UserInfoModel info = new UserInfoModel() { subjectName="5",userName="张三",examType="考试模式"};
userInfoView.Refresh(info);
}
if (Input.GetKeyDown(KeyCode.B))
{
UserInfoModel info = new UserInfoModel() { subjectName = "6", userName = "李四", examType = "练习模式" };
userInfoView.Refresh(info);
}
if (Input.GetKeyDown(KeyCode.Q))
{
UserInfoModel info = new UserInfoModel() { };
userInfoView.show();
}
if(Input.GetKeyDown(KeyCode.W))
{
UserInfoModel info = new UserInfoModel() { };
userInfoView.Hide();
}
}
}
然后新建model脚本
public class UserInfoModel
{
public string subjectName;
public string userName;
public string examType;
}
model可以不挂载对象,(其实在model下面还有一层数据中心,在这里不多赘述)
再新建View脚本
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UserInfoView : MonoBehaviour
{
[SerializeField] Text subjectName;
[SerializeField] Text userName;
[SerializeField] Text examType;
[SerializeField] Button testBtn;
[SerializeField] Image Image;
[SerializeField] Image bg;
public Action ClickBtnAction;
Color color1 = new Color(1, 1, 1, 1);
Color color2 = new Color(1, 1, 1, 0);
private void Start()
{
testBtn.onClick.AddListener(() =>
{
ClickBtnAction?.Invoke();
});
}
public void Refresh(UserInfoModel info)
{
subjectName.text = info.subjectName;
userName.text = info.userName;
examType.text = info.examType;
}
public void show()
{
Image.color = color1;
subjectName.color = color1;
userName.color = color1;
examType.color = color1;
testBtn.gameObject.SetActive(true);
bg.color = color1;
}
public void Hide()
{
Image.color = color2;
subjectName.color = color2;
userName.color = color2;
examType.color = color2;
testBtn.gameObject.SetActive(false);
bg.color = color2;
}
}
大体框架就是这样,我们回到场景,新建Canvas,里面新建相对应的东西,然后开始运行
无非就是各司其职,View就只执行UI的出现与消失,Model只执行数据的处理,Controller则负责流程的控制,这只是初阶写法,后面还有发送消息,方法封装,数据绑定等等,写法多样,但是能实现的方法都是好方法