【Unity】動態對象管理器DynamicObjectManager(有限狀態)

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;
}

 

 

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