#游戏unity-VR场景漫游#消息解耦

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最近在学习一位博主写的关于消息解耦的代码操作,以下是我关于那篇博客做的学习笔记——

消息解耦

重写了关于消息发送机制方面的代码,其中建立主消息队列、回调队列、延迟消息队列,建立消息之间的订阅机制,代码具体如下:

namespace SLQJ
{
    /// <summary>
    /// 消息分发,解耦
    /// </summary>
    public class NotificationManager
    {
        public static NotificationManager Instance { get { return SingletonProvider<NotificationManager>.Instance; } }

        public delegate void MsgCallback(MessageObject eb);
        /// <summary>
        /// 回调队列
        /// </summary>
        private Dictionary<string, List<MsgCallback>> registedCallbacks = new Dictionary<string, List<MsgCallback>>();
        /// <summary>
        /// 延迟消息队列
        /// </summary>
        private readonly List<MessageObject> delayedNotifyMsgs = new List<MessageObject>();
        /// <summary>
        /// 主消息队列
        /// </summary>
        private readonly List<MessageObject> realCallbacks = new List<MessageObject>();
        private static bool isInCalling = false;

        public  void Init()
        {

        }

        public void Update()
        {
            lock (this)
            {
                if (realCallbacks.Count == 0)
                {
                    //主消息隊列處理完時,加入延時消息到主消息列表 
                    foreach (MessageObject eb in delayedNotifyMsgs)
                    {
                        realCallbacks.Add(eb);
                    }
                    delayedNotifyMsgs.Clear();
                    return;
                }
                //調用主消息處理隊列
                isInCalling = true;
                foreach (MessageObject eb in realCallbacks)
                {
                    if (registedCallbacks.ContainsKey(eb.MsgName))
                    {
                        for (int i = 0; i < registedCallbacks[eb.MsgName].Count; i++)
                        {
                            MsgCallback ecb = registedCallbacks[eb.MsgName][i];
                            if (ecb == null)
                            {
                                continue;
                            }
                            #if UNITY_EDITOR
                            ecb(eb);
                            #else
                            try
                            {
                                 ecb(eb);
                            }
                            catch (Exception e)
                            {
                                Debug.LogError("CallbackError:" + eb.MsgName + " : " + e.ToString());
                            }    
                            #endif
                        }
                    }
                    else
                    {
                        Debug.Log("MSG_ALREADY_DELETED:" + eb.MsgName);
                    }

                }
                realCallbacks.Clear();
            }
            isInCalling = false;
        }

        public void Reset()
        {
            Dictionary<string, List<MsgCallback>> systemMsg = new Dictionary<string, List<MsgCallback>>();
            foreach (KeyValuePair<string, List<MsgCallback>> item in this.registedCallbacks)
            {
                if (item.Key.StartsWith("_"))
                {
                    systemMsg.Add(item.Key, item.Value);
                }
            }
            this.registedCallbacks = systemMsg;
        }

        public void Destroy()
        {
            Reset();
        }

        /// <summary>
        /// 订阅消息
        /// </summary>
        /// <param name="msgName"></param>
        /// <param name="msgCallback"></param>
        public void Subscribe(string msgName, MsgCallback msgCallback)
        {
            lock (this)
            {
                if (!registedCallbacks.ContainsKey(msgName))
                {
                    registedCallbacks.Add(msgName, new List<MsgCallback>());
                }
                {
                    //防止重复订阅消息回调
                    List<MsgCallback> list = registedCallbacks[msgName];
                    for (int i = 0; i < list.Count; i++)
                    {
                        if (list[i].Equals(msgCallback))
                        {
                            return;
                        }
                    }
                    list.Add(msgCallback);
                }

            }
        }
        /// <summary>
        /// 取消订阅
        /// </summary>
        /// <param name="msgName"></param>
        /// <param name="msgCallback"></param>
        public void UnSubscribe(string msgName, MsgCallback msgCallback)
        {
            lock (this)
            {
                if (!registedCallbacks.ContainsKey(msgName))
                {
                    return;
                }
                //Debug.Log(msgName + ":-s-" + registedCallbacks[msgName].Count);
                registedCallbacks[msgName].Remove(msgCallback);
                //Debug.Log(msgName + ":-e-" + registedCallbacks[msgName].Count);
            }
        }

        public void PrintMsg()
        {
            string content = "";
            foreach (KeyValuePair<string, List<MsgCallback>> registedCallback in registedCallbacks)
            {
                int total = registedCallback.Value.Count;
                if (total > 0)
                {
                    content += registedCallback.Key + ":" + total + "\n";
                    for (int i = 0; i < total; i++)
                    {
                        content += "\t" + registedCallback.Value[i].Method.Name + "--" + registedCallback.Value[i].Target + "\n";
                    }
                }
            }
        }

        /// <summary>
        /// 派发消息
        /// </summary>
        /// <param name="MsgName"></param>
        /// <param name="MsgParam"></param>
        public void Notify(string MsgName, params object[] MsgParam)
        {

            object msgValueParam = null;
            if (MsgParam != null)
            {
                if (MsgParam.Length == 1)
                {
                    msgValueParam = MsgParam[0];
                }
                else
                {
                    msgValueParam = MsgParam;
                }
            }


            lock (this)
            {
                if (!registedCallbacks.ContainsKey(MsgName))
                {
                    return;
                }
                if (isInCalling)
                {
                    delayedNotifyMsgs.Add(new MessageObject(MsgName, msgValueParam));
                }
                else
                {
                    realCallbacks.Add(new MessageObject(MsgName, msgValueParam));
                }
            }
        }
    }

    public class MessageObject
    {
        public object MsgValue;
        public string MsgName;

        public MessageObject()
        {
            MsgName = this.GetType().FullName;
        }

        public MessageObject(string msgName, object ev)
        {
            MsgValue = ev;
            MsgName = msgName;
        }
    }
}

在Unity中要启动这个消息发送机制,需要用以下代码进行启动:

public class main : MonoBehaviour {

    // Use this for initialization
    void Awake ()
    {
        NotificationManager.Instance.Init();
    }

    // Update is called once per frame
    void Update ()
    {
        NotificationManager.Instance.Update();
    }
}

注意:需要在每一帧都要调用一次

在手柄按键事件触发中的应用

其实,就是在代码中加入了一个消息订阅机制,当收到一个消息的时候,就通知全部的方法的消息物体,与收到的消息进行比对,找到符合条件的某个消息,接着执行它的方法,其他的方法都不用进行响应。

/// <summary>
/// 可以自定義添加事件,然後實現消息的傳遞。
/// </summary>
// 實現手柄的案件事件功能
public class ViveEvent : MonoBehaviour
{
    void Start()
    {
        var trackedController = GetComponent<SteamVR_TrackedController>();
        if (trackedController == null)
        {
            trackedController = gameObject.AddComponent<SteamVR_TrackedController>();
        }

        trackedController.TriggerClicked += new ClickedEventHandler(OnTriggerClicked);
        trackedController.TriggerPressDown += new ClickedEventHandler(OnTriggerPressDn);
        trackedController.TriggerUnclicked += new ClickedEventHandler(OnTriggerUnclicked);

        trackedController.PadClicked += new ClickedEventHandler(OnPadClicked);
        trackedController.PadUnclicked += new ClickedEventHandler(OnPadUnclicked);
    }

    void OnTriggerClicked(object sender, ClickedEventArgs e)
    {
        Debug.Log(e.controllerIndex + "trigger clicked");
        // 开火
        NotificationManager.Instance.Notify(NotificationType.Gun_Fire.ToString());
    }

    void OnTriggerPressDn(object sender, ClickedEventArgs e)
    {
        Debug.Log(e.controllerIndex + "trigger press down");
        // 
        NotificationManager.Instance.Notify(NotificationType.Gathering_Stength.ToString());
    }

    void OnTriggerUnclicked(object sender, ClickedEventArgs e)
    {
        Debug.Log(e.controllerIndex + "trigger  unclicked");
        NotificationManager.Instance.Notify(NotificationType.Gun_KeyUp.ToString());
    }

    void OnPadClicked(object sender, ClickedEventArgs e)
    {
        // 扔雷
        NotificationManager.Instance.Notify(NotificationType.Throw_Bomb.ToString());
        Debug.Log(e.controllerIndex + "pad clicked");
    }

    void OnPadUnclicked(object sender, ClickedEventArgs e)
    {
        Debug.Log(e.controllerIndex + "padd  un clicked");
    }
}

主要写了按键Trigger 按下,按住和弹起和Pad的按下和弹起事件。

然后是触发事件的接受,这里就体现了解耦事件的好处。这里真的不止于使用在vive按键处理这里。

public class ControlButtonAns : MonoBehaviour
{

    // Use this for initialization
    void Start()
    {
        NotificationManager.Instance.Subscribe(NotificationType.Gun_Fire.ToString(), GunFire);
        NotificationManager.Instance.Subscribe(NotificationType.Gathering_Stength.ToString(), GatheringStength);
        NotificationManager.Instance.Subscribe(NotificationType.Throw_Bomb.ToString(), ThrowBomb);
        NotificationManager.Instance.Subscribe(NotificationType.Gun_KeyUp.ToString(), GunKeyUp);
    }

    void GunFire(MessageObject obj)
    {
        Debug.Log("response gun fire , trigger button click");
    }

    void GatheringStength(MessageObject obj)
    {
        Debug.Log("response gathering stength, trigger button hold");
    }

    void GunKeyUp(MessageObject obj)
    {
        Debug.Log("response key up, trigger button unclicked");
    }

    void ThrowBomb(MessageObject obj)
    {
        Debug.Log("response throw bomb , pad button click");
    }
}

代码编写完了以后,在组件上进行添加,如图所示——
这里写图片描述

这里写图片描述

这里写图片描述

这样就可以成功了。
结果如下——
这里写图片描述

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