牧师与魔鬼 动作分离版

前言

本版本在之前版本的基础上进行了动作分离,引入了SSAction,SSActionManager,CCActionManager等类,使代码的可复用性更高。

详细代码

SSAction

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SSAction : ScriptableObject
{
    public bool enable = true;
    public bool destroy = false;
 
    public GameObject gameObject { get; set; }
    public Transform transform { get; set; }
    public ISSActionCallback callback { get; set; }
 
    protected SSAction()
    {
 
    }
 
    // Start is called before the first frame update
    public virtual void Start()
    {
        throw new System.NotImplementedException();
    }
 
    // Update is called once per frame
    public virtual void Update()
    {
        throw new System.NotImplementedException();
    }
}

ISSActionCallback

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum SSActionEventType:int {Started, Completed}
public interface ISSActionCallback
{
    //回调函数
    void SSActionEvent(SSAction source,
        SSActionEventType events = SSActionEventType.Completed,
        int intParam = 0,
        string strParam = null,
        Object objectParam = null);
}

SSActionManager

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

public class SSActionManager : MonoBehaviour
{
    private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();
    private List<SSAction> waitingAdd = new List<SSAction> ();
    private List<int> waitingDelete = new List<int>();
    // Start is called before the first frame update
    protected void Start()
    {
        
    }

    // Update is called once per frame
    protected void Update()
    {
        foreach(SSAction ac in waitingAdd){
            actions[ac.GetInstanceID()] = ac;
        }
        waitingAdd.Clear();

        foreach(KeyValuePair<int, SSAction> kv in actions){
            SSAction ac = kv.Value;
            if(ac.destroy){
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if(ac.enable){
                ac.Update();
            }
        }
        foreach(int key in waitingDelete){
            SSAction ac = actions[key];
            actions.Remove(key);
            Destroy(ac);
        }
        waitingDelete.Clear();
    }

    public void RunAction(GameObject gameobject, SSAction action, ISSActionCallback manager){
        action.gameObject = gameobject;
        action.transform = gameobject.transform;
        action.callback = manager;
        waitingAdd.Add(action);
        action.Start();
    }
}

CCMoveToAction

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

public class CCMoveToAction : SSAction
{
    public Vector3 target;   // 移动后的目标位置
    public float speed;

    private CCMoveToAction(){

    }
    // Start is called before the first frame update
    public override void Start()
    {
        
    }

    // Update is called once per frame
    public override void Update()
    {
        this.transform.localPosition = Vector3.MoveTowards(this.transform.localPosition, target, speed * Time.deltaTime);
        // 如果游戏对象不存在或者当前位置已在目标位置上,则不移动
        if(this.transform.localPosition == target || this.gameobject == null){
            this.destroy = true;    // 标记为销毁
            this.callback.SSActionEvent(this);   // 回调函数
            return;
        }
        

    }

    public static CCMoveToAction GetSSAction(Vector3 target, float speed){
        CCMoveToAction action = ScriptableObject.CreateInstance<CCMoveToAction>();
        action.target = target;
        action.speed = speed;
        return action;
    }
}

CCSequenceAction

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

public class CCSequenceAction : SSAction, ISSActionCallback
{
    public List<SSAction> sequence;
    public int repeat = -1;
    public int start = 0;
    // Start is called before the first frame update
    public override void Start()
    {
        // 初始化列表中的动作
        foreach(SSAction action in sequence){
            action.gameObject = this.gameObject;
            action.transform = this.transform;
            action.callback = this;
            action.Start();
        }
    }

    // Update is called once per frame
    public override void Update()
    {
        if(sequence.Count <= 0){
            return;
        }
        if(sequence.Count > 0 && start < sequence.Count){
            sequence[start].Update();
        }
        else{
            return;
        }
    }

    public static CCSequenceAction GetSSAction(int repeat, int start, List<SSAction> sequence){
        CCSequenceAction action = ScriptableObject.CreateInstance<CCSequenceAction>();
        action.repeat = repeat;
        action.start = start;
        action.sequence = sequence;
        return action;
    }

    public void SSActionEvent(SSAction source, 
                    SSActionEventType events = SSActionEventType.Completed, 
                    int intParam = 0, string strParam = null, Object objectParam = null){
            source.destroy = false;
            this.start++;

            if(this.start >= sequence.Count){
                this.start = 0;
                if(this.repeat > 0){
                    this.repeat--;
                }
                else{
                    this.destroy = true;
                    this.callback.SSActionEvent(this);
                }
            }
    }

    void OnDestroy(){

    }
}

CCActionManager

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

public class CCActionManager : SSActionManager, ISSActionCallback
{
    
    public CCMoveToAction boatMovement;
    public CCSequenceAction roleMovement;
    public FirstController controller;
    private bool isMoving = false;

    protected new void Start()
    {
        controller = (FirstController)SSDirector.GetInstance().CurrentSceneController;
        controller.actionManager = this;
    }

    public bool CheckMoving()
    {
        return isMoving;
    }

    public void MoveBoat(GameObject boat, Vector3 target, float speed)
    {
        if (isMoving)
            return;
        isMoving = true;
        boatMovement = CCMoveToAction.GetSSAction(target, speed);
        this.RunAction(boat, boatMovement, this);
    }

    public void MoveRole(GameObject role, Vector3 middle_pos, Vector3 target, float speed)
    {
        if (isMoving)
            return;
        isMoving = true;
        SSAction ac1 = CCMoveToAction.GetSSAction(middle_pos, speed);
        SSAction ac2 = CCMoveToAction.GetSSAction(target, speed);
        roleMovement = CCSequenceAction.GetSSAction(0, 0, new List<SSAction> {CCMoveToAction.GetSSAction(middle_pos, speed), CCMoveToAction.GetSSAction(target, speed)});
        this.RunAction(role, roleMovement, this);
    }

    public void SSActionEvent(SSAction source,
                    SSActionEventType events = SSActionEventType.Completed,
                    int intParam = 0,
                    string strParam = null,
                    Object objectParam = null)
    {
        isMoving = false;
    }
}

FirstController的修改部分

   public void MoveBoat() {
        if (isRunning == false || actionManager.CheckMoving() == true) return;
        Vector3 target;
        if(boatController.GetBoatModel().isRight){
            target = Position.leftBoat;
        }
        else{
            target = Position.rightBoat;
        }
        actionManager.MoveBoat(boatController.GetBoatModel().boat, target, speed);
        boatController.GetBoatModel().isRight = !boatController.GetBoatModel().isRight;
    }

    public void MoveRole(Role roleModel) {
        if (isRunning == false || actionManager.CheckMoving() == true) return;
        Vector3 middle_pos;
        Vector3 target;
        if(roleModel.inBoat){
            if(boatController.GetBoatModel().isRight){
                target = rightLandController.AddRole(roleModel);
            }
            else{
                target = leftLandController.AddRole(roleModel);
            }
            middle_pos = new Vector3(roleModel.role.transform.localPosition.x, target.y, target.z);
            actionManager.MoveRole(roleModel.role, middle_pos, target, speed);
            roleModel.onRight = boatController.GetBoatModel().isRight;
            boatController.RemoveRole(roleModel);
        }

        else{
            if (boatController.GetBoatModel().isRight == roleModel.onRight){
                if (roleModel.onRight) {
                    rightLandController.RemoveRole(roleModel);
                }
                else {
                    leftLandController.RemoveRole(roleModel);
                }
                
                target = boatController.AddRole(roleModel);

                middle_pos = new Vector3(target.x, roleModel.role.transform.localPosition.y, target.z);
                actionManager.MoveRole(roleModel.role, middle_pos, target, speed);
            }
        }
    }

代码仓库地址

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