记录一个简单的MVC框架:
Model模块:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
//Model统一代表数据,游戏中存在多个不同的Model
//事件等价于观察者模式
public class Model
{
private string name;
private int hp;
public event EventHandler HpAdd;
public int Hp
{
get { return hp; }
set
{
hp = value;
if (HpAdd!=null)
{
HpAdd(this, new EventArgs());
}
}
}
}
View模块(这里使用的是挂载方式):
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class View : MonoBehaviour
{
public Text hpLabel;//视图对外暴露出元素
public Button addBtn;
public EventHandler OnClick;
//挂载和不挂载都可以,不挂的时候需要提供root
public void InitView(Transform root)
{
//hpLabel = root.Find("Lable").GetComponent<Text>();
//addBtn = root.Find("AddBtn").GetComponent<Button>();
}
public string Text
{
get { return hpLabel.text; }
set { hpLabel.text = value; }
}
public void BtnClick()
{
if (OnClick!=null)
{
OnClick(this, new EventArgs());
}
}
private void Awake()
{
addBtn.onClick.AddListener(BtnClick);
}
}
Controller模块:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//控制器拥有对VIew和Model的绝对权限,修改Model并刷新View
public class Controller
{
Model currentModel;
View currentView;
public Controller()
{
currentModel=new Model();
//加入委托链
currentModel.HpAdd += updateLable;
currentView = GameObject.Find("ViewA").GetComponent<View>();
//加入事件
currentView.OnClick += (s, e) =>
{
currentModel.Hp += 50;
};
updateLable(null, null);
}
public void updateLable(object sender,EventArgs args)
{
currentView.Text = System.Convert.ToString(currentModel.Hp);
}
}
InitController(挂载用于初始化Controller):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InitController : MonoBehaviour
{
// Start is called before the first frame update
void Awake()
{
Controller ctr = new Controller();
}
}