這個組件用於控制遊戲流程,可以序列化數據進行保存
思路:
-
遊戲初始化時根據儲存的狀態值(字符串)判斷進行動作
-
一個管理單例對數據進行修改
-
動態對象通過設置和判斷動作狀態進行不同的行爲
結構組成
DynamicObjectManager:數據管理
DynamicObject:動態對象(訪問核心 組件)
DynamicObjectData:動態對象的數據
DynamicObjectAction:動態對象的響應條件動作
相關API
DynamicObjectManager
//靜態函數
//獲得動態數據
GetCondition(objectName);
//設置動態數據
SetCondition(objectName,condition);
DynamicObject
成員變量
//對象名字
objectName
//當前動作狀態
condition
//動態對象數據配置表
dynamicObjdectDataList
成員函數
//刷新數據並且根據動作狀態執行動作
UpdateCondition()
//設置該動態對象的動作狀態數據
SetCondition(string condition)
DynamicObjectData
成員變量
//動作狀態
condition
//動作
action
腳本
//DynamicObjectManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class DynamicObjectManager
{
public List<DynamicData> DynamicDatas = new List<DynamicData>();
public static DynamicObjectManager instance = new DynamicObjectManager();
public string GetDynamicData(string objectName)
{
return instance.GetDynamic(objectName).condition;
}
public static void SetDynamicCondition(string objectName, string condition)
{
if (instance.GetDynamic(objectName) != null)
{
instance.SetDynamicData(objectName, condition);
}
else
{
instance.AddDynamicData(objectName, condition);
}
}
private DynamicData GetDynamic(string objectName)
{
return instance.DynamicDatas.Find((DynamicData) => { return DynamicData.name == objectName; });
}
private void SetDynamicData(string objectName, string condition)
{
GetDynamic(objectName).condition = condition;
}
private void AddDynamicData(string objectName, string condition)
{
DynamicDatas.Add(new DynamicData() { name = objectName, condition = condition });
}
}
//DynamicObject.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DynamicObject : MonoBehaviour
{
public string objectName;
public List<DynamicObjectAction> dynamicDataList;
public string condition;
private void Start()
{
UpdateCondition();
}
public void UpdateCondition()
{
string condition = DynamicObjectManager.GetCondition(objectName);
if (condition != "")
{
foreach (var item in dynamicDataList)
{
if (item.condition == condition)
{
item.action.Invoke();
return;
}
}
}
else if (dynamicDataList.Count > 0)
{
//沒有數據並且是有數據條件,設置第一個爲默認數據條件,並且進行回調
SetCondition(dynamicDataList[0].condition);
}
}
/// <summary>
/// 設置自身的數據
/// </summary>
/// <param name="condition"></param>
public void SetCondition(string condition)
{
DynamicObjectManager.SetCondition(objectName, condition);
UpdateCondition();
}
}
//DynamicObjectData.cs
[System.Serializable]
public class DynamicObjectData
{
public string name;
public string condition;
}
//DynamicObjectAction.cs
using UnityEngine.Events;
[System.Serializable]
public class DynamicObjectAction
{
public string condition;
public UnityEvent action;
}