笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,国家专利发明人;已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D实战核心技术详解》电子工业出版社等。
CSDN视频网址:http://edu.csdn.net/lecturer/144
架构设计也是优化的一种,一款游戏如果没有一个好的架构,程序出现问题很难做到及时的响应,读者可以试想一下,如果编程的时候只是为了实现功能而实现功能,到头来就是代码越写越乱,各种功能交织在一起。出现问题后到处找BUG修复,优化就更无从谈起了,谁也不希望把即将上线的项目代码,重新重构一遍,那还不如重新再做一遍,所以架构设计在游戏开发中是非常重要的,而且是必须要掌握的技术。下面重点给读者介绍MVC和FSM架构模式,效果如下所示:
MVC架构模式在前面的优化系列中给读者提过,下面就详细的告诉读者如何编写代码?给读者详细的分析一下,拿窗口的切换进行距离,游戏运行时,首先是创立界面,我们把每个界面作为一个窗口,比如LoginWindow,HeroWindow等。它们也是作为View界面,这样游戏中就会出现很多界面的设计,效果如下所示:
下面分析界面的编写,上文提到的每个UI就是一个Window,也是一个View,这么多View肯定有自己的共性,我们可以将其定义为基类,基类称为BaseWindow,代码编写如下所示:
namespace Game.View { public abstract class BaseWindow { protected Transform mRoot; protected EScenesType mScenesType; //场景类型 protected string mResName; //资源名 protected bool mResident; //是否常驻 protected bool mVisible = false; //是否可见 //类对象初始化 public abstract void Init(); //类对象释放 public abstract void Realse(); //窗口控制初始化 protected abstract void InitWidget(); //窗口控件释放 protected abstract void RealseWidget(); //游戏事件注册 protected abstract void OnAddListener(); //游戏事件注消 protected abstract void OnRemoveListener(); //显示初始化 public abstract void OnEnable(); //隐藏处理 public abstract void OnDisable(); //每帧更新 public virtual void Update(float deltaTime) { } //取得所以场景类型 public EScenesType GetScenseType() { return mScenesType; } //是否已打开 public bool IsVisible() { return mVisible; } //是否常驻 public bool IsResident() { return mResident; } //显示 public void Show() { if (mRoot == null) { if (Create()) { InitWidget(); } } if (mRoot && mRoot.gameObject.activeSelf == false) { mRoot.gameObject.SetActive(true); mVisible = true; OnEnable(); OnAddListener(); } } //隐藏 public void Hide() { if (mRoot && mRoot.gameObject.activeSelf == true) { OnRemoveListener(); OnDisable(); if (mResident) { mRoot.gameObject.SetActive(false); } else { RealseWidget(); Destroy(); } } mVisible = false; } //预加载 public void PreLoad() { if (mRoot == null) { if (Create()) { InitWidget(); } } } //延时删除 public void DelayDestory() { if (mRoot) { RealseWidget(); Destroy(); } } //创建窗体 private bool Create() { if (mRoot) { Debug.LogError("Window Create Error Exist!"); return false; } if (mResName == null || mResName == "") { Debug.LogError("Window Create Error ResName is empty!"); return false; } if (GameMethod.GetUiCamera.transform== null) { Debug.LogError("Window Create Error GetUiCamera is empty! WindowName = " + mResName); return false; } GameObject obj = LoadUiResource.LoadRes(GameMethod.GetUiCamera.transform, mResName); if (obj == null) { Debug.LogError("Window Create Error LoadRes WindowName = " + mResName); return false; } mRoot = obj.transform; mRoot.gameObject.SetActive(false); return true; } //销毁窗体 protected void Destroy() { if (mRoot) { LoadUiResource.DestroyLoad(mRoot.gameObject); mRoot = null; } } //取得根节点 public Transform GetRoot() { return mRoot; } } }以上是关于窗体的基类,实现了所有窗体需要创建的方法,创建窗体,销毁窗体,预加载,掩藏 等操作。实行按的具体操作类需要继承该窗体类,比如LoginWindow的写法如下所示:
namespace Game.View
{
public class LobbyWindow : BaseWindow
{
public LobbyWindow()
{
mScenesType = EScenesType.EST_Login; //场景类型
mResName = GameConstDefine.LoadGameLobbyUI; //资源名字
mResident = false; //是否常驻内存
}
////////////////////////////继承接口/////////////////////////
//类对象初始化
public override void Init()
{
EventCenter.AddListener(EGameEvent.eGameEvent_LobbyEnter, Show);
EventCenter.AddListener(EGameEvent.eGameEvent_LobbyExit, Hide);
}
//类对象释放
public override void Realse()
{
EventCenter.RemoveListener(EGameEvent.eGameEvent_LobbyEnter, Show);
EventCenter.RemoveListener(EGameEvent.eGameEvent_LobbyExit, Hide);
}
//窗口控件初始化
protected override void InitWidget()
{
mHomepage = mRoot.FindChild("StartMenuManager/StartMenuBtn/Homepage").GetComponent<UIToggle>();
UIGuideCtrl.Instance.AddUiGuideEventBtn(mHomepage.gameObject);
mBattle = mRoot.FindChild("StartMenuManager/StartMenuBtn/Battle").GetComponent<UIToggle>();
mMarket = mRoot.FindChild("StartMenuManager/StartMenuBtn/Market").GetComponent<UIToggle>();
mInteraction = mRoot.FindChild("StartMenuManager/StartMenuBtn/Interaction").GetComponent<UIToggle>();
UIGuideCtrl.Instance.AddUiGuideEventBtn(mMarket.gameObject);
mDiamondText = mRoot.FindChild("Status/Diamond/Label").GetComponent<UILabel>();
mGoldText = mRoot.FindChild("Status/Gold/Label").GetComponent<UILabel>();
mSettingBtn = mRoot.FindChild("Status/Setting").GetComponent<UIButton>();
UIGuideCtrl.Instance.AddUiGuideEventBtn(mBattle.gameObject);
EventDelegate.Add(mHomepage.onChange, OnHomePageChange);
EventDelegate.Add(mBattle.onChange, OnBattleChange);
EventDelegate.Add(mMarket.onChange, OnMarketChange);
EventDelegate.Add(mInteraction.onChange, OnInteractionChange);
UIEventListener.Get(mHeadIcon.transform.parent.gameObject).onClick += InfoPersonPress;
}
private void InfoPersonPress(GameObject go)
{
GameLog.Instance.AddUIEvent(GameLog.UIEventType.UIEventType_PersonalInfo);
LobbyCtrl.Instance.AskPersonInfo();
//PresonInfoCtrl.Instance.Enter();
}
//窗口控件释放
protected override void RealseWidget()
{
}
//游戏事件注册
protected override void OnAddListener()
{
EventCenter.AddListener(EGameEvent.eGameEent_ChangeMoney, RefreshMoney);
EventCenter.AddListener<bool>(EGameEvent.eGameEvent_ReceiveLobbyMsg, NewChat);
EventCenter.AddListener(EGameEvent.eGameEvent_AddNewMailReq, NoticeNewMail);
EventCenter.AddListener(EGameEvent.eGameEvent_ChangeNickName,ChangeNickName);
EventCenter.AddListener(EGameEvent.eGameEvent_ChangeHeadID, ChangeHeadID);
EventCenter.AddListener(EGameEvent.eGameEvent_ChangeUserLevel, ChangeLevel);
}
private void ChangeHeadID()
{
mHeadIcon.spriteName = GameUserModel.Instance.GameUserHead.ToString();
}
//游戏事件注消
protected override void OnRemoveListener()
{
EventCenter.RemoveListener(EGameEvent.eGameEent_ChangeMoney, RefreshMoney);
EventCenter.RemoveListener<bool>(EGameEvent.eGameEvent_ReceiveLobbyMsg, NewChat);
EventCenter.RemoveListener(EGameEvent.eGameEvent_AddNewMailReq, NoticeNewMail);
EventCenter.RemoveListener(EGameEvent.eGameEvent_ChangeNickName, ChangeNickName);
EventCenter.RemoveListener(EGameEvent.eGameEvent_ChangeHeadID, ChangeHeadID);
EventCenter.RemoveListener(EGameEvent.eGameEvent_ChangeUserLevel, ChangeLevel);
}
//显示
public override void OnEnable()
{
}
//隐藏
public override void OnDisable()
{
}
public void ChangeUserLevel()
{
mLevel.text = GameUserModel.Instance.UserLevel.ToString();
}
//回调事件
public void OnHomePageChange()
{
//todo
mLevel.text = GameUserModel.Instance.UserLevel.ToString();
mNickName.text = GameUserModel.Instance.GameUserNick;
mHeadIcon.spriteName = GameUserModel.Instance.GameUserHead.ToString();
mGold.text = GameUserModel.Instance.mGameUserGold.ToString();
mDiamond.text = GameUserModel.Instance.mGameUserDmd.ToString();
VipSignLevel.text = "VIP "+GameUserModel.Instance.GameUserVipLevel.ToString();
int level = GameUserModel.Instance.UserLevel;
mLevel.text = level.ToString();
LevelConfigInfo leveinfo = ConfigReader.GetLevelInfo(level);
if (leveinfo != null)
{
mExp.text = GameUserModel.Instance.GameUserExp + "/" + leveinfo.LevelUpExp;
mExp.transform.parent.GetComponent<UISprite>().fillAmount = GameUserModel.Instance.GameUserExp / leveinfo.LevelUpExp;
if (level >= 29 && GameUserModel.Instance.GameUserExp >= leveinfo.LevelUpExp)
{
level = 30;
mLevel.text = level.ToString();
mExp.gameObject.SetActive(false);
mExp.transform.parent.GetComponent<UISprite>().fillAmount = 1f;
}
}
if (mHomepage.value)
{
GameLog.Instance.AddUIEvent(GameLog.UIEventType.UIEventType_HomePage);
HomePageCtrl.Instance.Enter();
}
else
{
HomePageCtrl.Instance.Exit();
}
}
public void OnBattleChange()
{
if (mBattle.value)
{
GameLog.Instance.AddUIEvent(GameLog.UIEventType.UIEventType_Battle);
BattleCtrl.Instance.Enter();
}
else
{
BattleCtrl.Instance.Exit();
}
}
public void OnMarketChange()
{
if (mMarket.value)
{
GameLog.Instance.AddUIEvent(GameLog.UIEventType.UIEventType_Market);
MarketCtrl.Instance.Enter();
}
else
{
MarketCtrl.Instance.Exit();
}
}
public void OnInteractionChange()
{
if (mInteraction.value)
{
GameLog.Instance.AddUIEvent(GameLog.UIEventType.UIEventType_Friend);
SocialCtrl.Instance.Enter();
}
else
{
SocialCtrl.Instance.Exit();
}
}
public void MailListBtn(GameObject obj)
{
mMailBtnBg.SetActive(false);
MailCtrl.Instance.Enter();
}
}
}
该类主要是实现整个UI的逻辑编写,其他的窗口编写类似。下面编写Control控制类代码的编写,示例代码如下:public class LoginCtrl : Singleton<LoginCtrl> { public void Enter() { EventCenter.Broadcast(EGameEvent.eGameEvent_LoginEnter); } public void Exit() { EventCenter.Broadcast(EGameEvent.eGameEvent_LoginExit); } //登陆 public void Login(string account, string pass) { } //登陆错误反馈 public void LoginError(int code) { } //接收GateServer信息 public void RecvGateServerInfo(Stream stream) { } //登陆失败 public void LoginFail() { } //选择LoginServer public void SelectLoginServer(int i) { } //开始游戏 public void GamePlay() { } }
}控制类的主要作用是进行一些消息的传递,这也是为了解除模块之间的耦合性,该模块的主要核心是Enter函数和Exit函数。后面继续代码的编写。。。。
作者:jxw167 发表于2017/4/2 18:06:16 原文链接
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