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;
}