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本篇简单介绍一下,Unity中MVC框架的简单应用。MVC自1982年被设计出来,至今都有着很大比重的使用率,特别是目前软件及游戏迭代此之快的情况下。高效的增删功能低耦合又小巧灵活的框架MVC,深受广大ProgramDesigner的喜爱。
数据是程序的灵魂,视图是看清灵魂的眼睛,控制器从中拨开迷雾,这就形成了现在的MVC。
简单实例:Model
using UnityEngine;
using System.Collections;
/// <summary>
/// 模型委托(当用户信息发生变化时执行)
/// </summary>
public delegate void OnValueChange (int val);
public class PlayerMsgModel
{
//玩家等级
private int playerLevel;
//玩家经验
private int playerExperience;
//玩家升级经验
private int playerFullExperience;
//金币数量
private int goldNum;
//声明委托对象,接收当等级发生变化时,触发的事件
public OnValueChange OnLevelChange;
//声明委托对象,接收当经验发生变化时,触发的事件
public OnValueChange OnExperienceChange;
//声明委托对象,接收当升级经验发生变化时,触发的事件
public OnValueChange OnFullExperienceChange;
//声明委托对象,接收当金币数量发生变化时,触发的事件
public OnValueChange OnGoldNumChange;
//单例
private static PlayerMsgModel mod;
public static PlayerMsgModel GetMod ()
{
if (mod == null) {
mod = new PlayerMsgModel ();
}
return mod;
}
private PlayerMsgModel ()
{
}
/// <summary>
/// 玩家等级属性
/// </summary>
/// <value>The player level.</value>
public int PlayerLevel {
get {
return playerLevel;
}
set {
playerLevel = value;
//如果委托对象不为空
if (OnLevelChange != null) {
//执行委托
OnLevelChange (playerLevel);
}
}
}
/// <summary>
/// 玩家经验属性
/// </summary>
/// <value>The player experience.</value>
public int PlayerExperience {
get {
return playerExperience;
}
set {
playerExperience = value;
if (OnExperienceChange != null) {
OnExperienceChange (playerExperience);
}
}
}
/// <summary>
/// 玩家升级经验属性
/// </summary>
/// <value>The player full experience.</value>
public int PlayerFullExperience {
get {
return playerFullExperience;
}
set {
playerFullExperience = value;
if (OnFullExperienceChange != null) {
OnFullExperienceChange (playerFullExperience);
}
}
}
/// <summary>
/// 金币数量属性
/// </summary>
/// <value>The gold number.</value>
public int GoldNum {
get {
return goldNum;
}
set {
goldNum = value;
if (OnGoldNumChange != null) {
OnGoldNumChange (goldNum);
}
}
}
}
简单实例:View
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class PlayerMsgView : MonoBehaviour
{
//UI
public Text playerLevel;
public Text playerExperience;
public Text goldNum;
public Button experienceUpButton;
void Start ()
{
//委托事件绑定
PlayerMsgModel.GetMod ().OnLevelChange += SetLevel;
//委托事件绑定
PlayerMsgModel.GetMod ().OnExperienceChange += SetExperience;
PlayerMsgModel.GetMod ().OnFullExperienceChange += SetFullExperience;
PlayerMsgModel.GetMod ().OnGoldNumChange += SetGoldNum;
//View绑定按钮控制功能
experienceUpButton.onClick.AddListener (
PlayerMsgController.controller.OnExperienceUpButtonClick);
}
//修改UILevel值
public void SetLevel (int level)
{
playerLevel.text = level.ToString ();
}
//修改UI经验值
public void SetExperience (int experience)
{
//将字符串以“/”拆开
string[] str = playerExperience.text.Split (new char []{ '/' });
//用新的经验值重组
playerExperience.text = experience + "/" + str [1];
}
public void SetFullExperience (int fullExiperience)
{
string[] str = playerExperience.text.Split (new char []{ '/' });
playerExperience.text = str [0] + "/" + fullExiperience;
}
public void SetGoldNum (int goldn)
{
goldNum.text = goldn.ToString ();
}
}
简单实例:Controller
using UnityEngine;
using System.Collections;
public class PlayerMsgController : MonoBehaviour
{
public static PlayerMsgController controller;
private int levelUpValue = 20;
void Awake ()
{
controller = this;
}
void Start ()
{
PlayerMsgModel.GetMod ().PlayerLevel = 1;
PlayerMsgModel.GetMod ().PlayerExperience = 0;
PlayerMsgModel.GetMod ().PlayerFullExperience = 100;
PlayerMsgModel.GetMod ().GoldNum = 0;
}
/// <summary>
/// 提升经验按钮点击事件
/// </summary>
public void OnExperienceUpButtonClick ()
{
PlayerMsgModel.GetMod ().PlayerExperience += levelUpValue;
if (PlayerMsgModel.GetMod ().PlayerExperience
>= PlayerMsgModel.GetMod ().PlayerFullExperience) {
PlayerMsgModel.GetMod ().PlayerLevel += 1;
PlayerMsgModel.GetMod ().PlayerFullExperience +=
200 * PlayerMsgModel.GetMod ().PlayerLevel;
levelUpValue += 20;
if (PlayerMsgModel.GetMod ().PlayerLevel % 3 == 0) {
PlayerMsgModel.GetMod ().GoldNum +=
100 * PlayerMsgModel.GetMod ().PlayerLevel;
}
}
}
}
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