【Unity】动态对象管理器DynamicObjectManager(有限状态)

这个组件用于控制游戏流程,可以序列化数据进行保存

思路:

  • 游戏初始化时根据储存的状态值(字符串)判断进行动作

  • 一个管理单例对数据进行修改

  • 动态对象通过设置和判断动作状态进行不同的行为

 

结构组成

DynamicObjectManager:数据管理

DynamicObject:动态对象(访问核心 组件)

DynamicObjectData:动态对象的数据

DynamicObjectAction:动态对象的响应条件动作

 

相关API

 

DynamicObjectManager

//静态函数

//获得动态数据

GetCondition(objectName);

//设置动态数据

SetCondition(objectName,condition);

 

DynamicObject

成员变量

//对象名字

objectName

//当前动作状态

condition

//动态对象数据配置表

 

dynamicObjdectDataList

成员函数

//刷新数据并且根据动作状态执行动作

UpdateCondition()

//设置该动态对象的动作状态数据

SetCondition(string condition)

 

DynamicObjectData

成员变量

//动作状态

condition

//动作

action

 

脚本

//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)
        {
            //没有数据并且是有数据条件,设置第一个为默认数据条件,并且进行回调
            SetCondition(dynamicDataList[0].condition);
        }
    }
    /// <summary>
    /// 设置自身的数据
    /// </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;
}

 

 

發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章