在調用一些簡單的方法實現一系列的動作時,回退的問題比較重要。作為一款用戶體驗良好的產品而言,有回退功能將顯得比較人性化,想想如果我們常用的window,在刪除一個文件后無法恢復將變得多么的糟糕。更為直觀的例子是在玩一些小游戲時,比如象棋、推箱子,提供了悔棋的功能,用戶有了更多選擇的余地。
本文主要將的將是在Unity中實現一個以常聽說的命令模式為設計原理,實現一個可以撤銷移動、旋轉、顏色和文字信息的小Demo。
命令模式,主要成員有提出要求的客戶、設置命令的收集者、執行命令的接收者。客戶要求很簡單,點擊按扭就要實現一項目具體的效果,設置命令的收集者無需要知道命令如何執行,只需要為執行者做好配制。用命令的執行者將執行一個方法,所有的命令者是繼承于有這個方法的接口的類。
抽象到程序代碼中,這三類成員分別對應于界面上的用戶,RemoteControl (這里是隨便命名的),RemoteLoader
先制作如上的界面,方便你比較直觀的認識,其中左邊兩個是用于切換選擇不同的命令。下面第一個按扭可以執行選中的命令,第二個按扭可以進行撤銷操作。
程序,UGUI面局如下,在Canvas下分別設置了執行者和配制者。
制作好界面之后就可以來實現具體的腳本編輯了,分別創建好接口ICommand,配制腳本RemoteLoader和執行腳本RemoteControl,結構如下:
在Commonds中,分別編寫了用于移動,旋轉,顏色,文字的腳本
這樣一來,就可以實現一個可撤銷的命令模式了,效果如下所示:
其中用于保存undo方法和具體怎么undo都是使用Stack來實現的,下面分別是部分代碼實現 :
一、接口
public interface ICommand{ void Execute(); void UnDo();}
二、執行器
public class RemoteControl : MonoBehaviour { public Button ctrlBtn; public Button undoBtn; public Text ctrlName; private ICommand icommand; public Stack<UnityAction> undoFunctions = new Stack<UnityAction>(); void Awake(){ ctrlBtn.onClick.AddListener(OnCtrlBtnClicked); undoBtn.onClick.AddListener(OnUnDoBtnClicked); } public void SetText(string textinfo) { ctrlName.text = textinfo; } public void SetCommond(ICommand icommand) { this.icommand = icommand; } /// <summary> /// 執行 /// </summary> public void OnCtrlBtnClicked() { if (icommand != null) { icommand.Execute(); undoFunctions.Push(icommand.UnDo); } } /// <summary> /// 撤銷 /// </summary> private void OnUnDoBtnClicked() { if (undoFunctions.Count > 0) { undoFunctions.Pop().Invoke(); } }}
三、配制加載器
public class RemoteLoader : MonoBehaviour{ public Button lastBtn; public Button nextBtn; private int index; private const int NUM_COMMAND = 10; private ICommand[] commands; private string[] textinfos; private MoveCommand movexCmd; private MoveCommand moveyCmd; private MoveCommand movezCmd; private RotateCommand rotxCmd; private RotateCommand rotyCmd; private RotateCommand rotzCmd; private ColorChangeCommand redColorCmd; private ColorChangeCommand greenColorCmd; private ColorChangeCommand blueColorCmd; private TextChangeCommand textCmd; private string[] infos = { "A","B", "C", "D", "E", "F" }; public RemoteControl remoteCtrl; public GameObject cube; void Awake() { lastBtn.onClick.AddListener(OnLastBtnClicked); nextBtn.onClick.AddListener(OnNextBtnClicked); } void Start() { commands = new ICommand[NUM_COMMAND]; textinfos = new string[NUM_COMMAND]; textinfos[0] = "x方向移動"; commands[0] = new MoveCommand(cube.transform, Vector3.right); textinfos[1] = "y方向移動"; commands[1] = new MoveCommand(cube.transform, Vector3.up); textinfos[2] = "z方向移動"; commands[2] = new MoveCommand(cube.transform, Vector3.forward); textinfos[3] = "x軸旋轉10度"; commands[3] = new RotateCommand(cube.transform, Vector3.right * 10); textinfos[4] = "y軸旋轉10度"; commands[4] = new RotateCommand(cube.transform, Vector3.up * 10); textinfos[5] = "z軸旋轉10度"; commands[5] = new RotateCommand(cube.transform, Vector3.forward * 10); textinfos[6] = "變紅"; commands[6] = new ColorChangeCommand(Color.red, cube.GetComponent<Renderer>().material); textinfos[7] = "變綠"; commands[7] = new ColorChangeCommand(Color.green, cube.GetComponent<Renderer>().material); textinfos[8] = "變藍"; commands[8] = new ColorChangeCommand(Color.blue, cube.GetComponent<Renderer>().material); textinfos[9] = "換信息"; commands[9] = new TextChangeCommand(cube.GetComponentInChildren<TextMesh>(), infos); } private void OnNextBtnClicked() { if (index == NUM_COMMAND || index == -1) { index = 0; } remoteCtrl.SetCommond(commands[index]); remoteCtrl.SetText(textinfos[index]); index++; } private void OnLastBtnClicked() { if (index == NUM_COMMAND || index == -1) { index = NUM_COMMAND - 1; } remoteCtrl.SetCommond(commands[index]); remoteCtrl.SetText(textinfos[index]); index--; }}
四、顏色轉換命令腳本
public class ColorChangeCommand : ICommand{ private Stack<Color> m_OriginColor = new Stack<Color>(); private Color m_Color; private Material m_Material; public ColorChangeCommand(Color color, Material material) { m_Color = color; m_Material = material; } public void Execute() { m_OriginColor.Push(m_Material.color); m_Material.color = m_Color; } public void UnDo() { m_Material.color = m_OriginColor.Pop(); }}
五、移動命令腳本
public class MoveCommand : ICommand{ private Vector3 m_Offset; private Transform m_Object; public MoveCommand(Transform obj, Vector3 offset) { this.m_Object = obj; this.m_Offset = offset; } public void Execute() { m_Object.transform.position += m_Offset; } public void UnDo() { m_Object.transform.position -= m_Offset; }}
六、轉換命令腳本
public class RemoteControl : MonoBehaviour { public Button ctrlBtn; public Button undoBtn; public Text ctrlName; private ICommand icommand; public Stack<UnityAction> undoFunctions = new Stack<UnityAction>(); void Awake(){ ctrlBtn.onClick.AddListener(OnCtrlBtnClicked); undoBtn.onClick.AddListener(OnUnDoBtnClicked); } public void SetText(string textinfo) { ctrlName.text = textinfo; } public void SetCommond(ICommand icommand) { this.icommand = icommand; } /// <summary> /// 執行 /// </summary> public void OnCtrlBtnClicked() { if (icommand != null) { icommand.Execute(); undoFunctions.Push(icommand.UnDo); } } /// <summary> /// 撤銷 /// </summary> private void OnUnDoBtnClicked() { if (undoFunctions.Count > 0) { undoFunctions.Pop().Invoke(); } }}
七、文字加載腳本
public class TextChangeCommand : ICommand{ private Stack<string> lastInfos = new Stack<string>(); private IEnumerator<string> datas; private TextMesh m_Textmesh; public TextChangeCommand(TextMesh textMesh,ICollection<string> texts) { datas = texts.GetEnumerator(); m_Textmesh = textMesh; } public void Execute() { if (!datas.MoveNext()) { datas.Reset(); datas.MoveNext(); } lastInfos.Push(m_Textmesh.text); m_Textmesh.text = datas.Current; } public void UnDo() { m_Textmesh.text = lastInfos.Pop(); }}
僅供參考,謝謝閱讀。
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持VEVB武林網。
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