牧师与魔鬼(动作分离版)

        在上节课的牧师与魔鬼(MVC模式)的基础上,增加动作分离,将动作分离成一个独立的类,并为模型提供调用接口。

动作类

        SSActionManager:

                使用一个字典来存储当前正在运行的动作,将动作的生命周期分为添加、更新和删除三个阶段,,管理运行动作队列。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SSActionManager : MonoBehaviour
{
    //动作集,以字典形式存在
    private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();
    //等待被加入的动作队列(动作即将开始)
    private List<SSAction> waitingAdd = new List<SSAction>();
    //等待被删除的动作队列(动作已完成)
    private List<int> waitingDelete = new List<int>();

    protected void Update()
    {
        //将waitingAdd中的动作保存
        foreach (SSAction ac in waitingAdd)
            actions[ac.GetInstanceID()] = ac;
        waitingAdd.Clear();

        //运行被保存的事件
        foreach (KeyValuePair<int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                waitingDelete.Add(ac.GetInstanceID());
            }else if (ac.enable)
            {
                ac.Update();
            }
        }

        //销毁waitingDelete中的动作
        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            Destroy(ac);
        }
        waitingDelete.Clear();
    }

    //准备运行一个动作,将动作初始化,并加入到waitingAdd
    public void RunAction(GameObject gameObject, SSAction action, ISSActionCallback manager)
    {
        action.gameObject = gameObject;
        action.transform = gameObject.transform;
        action.callback = manager;
        waitingAdd.Add(action);
        action.Start();
    }

    // Start is called before the first frame update
    protected void Start()
    {

    }

}

        SSAction:

                为具体的动作提供了基础结构,允许开发者通过继承该类来实现特定的动作逻辑。每个具体的动作类需要实现 StartUpdate 方法,以定义动作的开始和持续行为。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SSAction : ScriptableObject
{
    public bool enable = true;
    public bool destroy = false;

    public GameObject gameObject { get; set; }
    public Transform transform { get; set; }
    public ISSActionCallback callback { get; set; }

    protected SSAction()
    {

    }

    // Start is called before the first frame update
    public virtual void Start()
    {
        throw new System.NotImplementedException();
    }

    // Update is called once per frame
    public virtual void Update()
    {
        throw new System.NotImplementedException();
    }
}

  CCSequenceAction:

        可以将多个 SSAction 组合成一个序列,方便地控制它们的执行顺序和重复次数。这种结构使得动作的组合和管理更加灵活,适合需要顺序执行多个动画或事件的场景。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CCSequenceAction : SSAction, ISSActionCallback
{
    //动作序列
    public List<SSAction> sequence;
    //重复次数
    public int repeat = -1;
    //动作开始指针
    public int start = 0;

    //生产函数(工厂模式)
    public static CCSequenceAction GetSSAction(int repeat, int start, List<SSAction> sequence)
    {
        CCSequenceAction action = ScriptableObject.CreateInstance<CCSequenceAction>();
        action.repeat = repeat;
        action.start = start;
        action.sequence = sequence;
        return action;
    }

    //对序列中的动作进行初始化
    public override void Start()
    {
        foreach (SSAction action in sequence)
        {
            action.gameObject = this.gameObject;
            action.transform = this.transform;
            action.callback = this;
            action.Start();
        }
    }

    //运行序列中的动作
    public override void Update()
    {
        if (sequence.Count == 0)
            return;
        if (start < sequence.Count)
        {
            sequence[start].Update();
        }
    }

    //回调处理,当有动作完成时触发
    public void SSActionEvent(SSAction source,
        SSActionEventType events = SSActionEventType.Completed,
        int Param = 0,
        string strParam = null,
        Object objectParam = null)
    {
        source.destroy = false;
        this.start++;
        if (this.start >= sequence.Count)
        {
            this.start = 0;
            if (repeat > 0)
                repeat--;
            if (repeat == 0)
            {
                this.destroy = true;
                this.callback.SSActionEvent(this);
            }
        }
    }

    void OnDestroy()
    {

    }
}

        CCMoveToAction:

                提供位置和速度属性值,可通过通过工厂模式和 Update 方法实现对象移动。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CCMoveToAction : SSAction
{
    //目的地
    public Vector3 target;
    //速度
    public float speed;

    private CCMoveToAction()
    {

    }

    //生产函数(工厂模式)
    public static CCMoveToAction GetSSAction(Vector3 target, float speed)
    {
        CCMoveToAction action = ScriptableObject.CreateInstance<CCMoveToAction>();
        action.target = target;
        action.speed = speed;
        return action;
    }

    // Start is called before the first frame update
    public override void Start()
    {
        
    }

    // Update is called once per frame
    public override void Update()
    {
        //判断是否符合移动条件
        if (this.gameObject == null || this.transform.localPosition == target)
        {
            this.destroy = true;
            this.callback.SSActionEvent(this);
            return;
        }
        //移动
        this.transform.localPosition = Vector3.MoveTowards(this.transform.localPosition, target, speed * Time.deltaTime);
    }
}

        CCActionManager:

                实现牧师/魔鬼和船的具体移动。

        

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CCActionManager : SSActionManager, ISSActionCallback
{
    //是否正在运动
    private bool isMoving = false;
    //船移动动作类
    public CCMoveToAction moveBoatAction;
    //人移动动作类(需要组合)
    public CCSequenceAction moveRoleAction;
    //控制器
    public FirstController controller;

    protected new void Start()
    {
        controller = (FirstController)SSDirector.GetInstance().CurrentSceneController;
        controller.actionManager = this;
    }

    public bool IsMoving()
    {
        return isMoving;
    }

    //移动船
    public void MoveBoat(GameObject boat, Vector3 target, float speed)
    {
        if (isMoving)
            return;
        isMoving = true;
        moveBoatAction = CCMoveToAction.GetSSAction(target, speed);
        this.RunAction(boat, moveBoatAction, this);
    }

    //移动人
    public void MoveRole(GameObject role, Vector3 mid_destination, Vector3 destination, int speed)
    {
        if (isMoving)
            return;
        isMoving = true;
        moveRoleAction = CCSequenceAction.GetSSAction(0, 0, new List<SSAction> { CCMoveToAction.GetSSAction(mid_destination, speed), CCMoveToAction.GetSSAction(destination, speed) });
        this.RunAction(role, moveRoleAction, this);
    }

    //回调函数
    public void SSActionEvent(SSAction source,
    SSActionEventType events = SSActionEventType.Completed,
    int intParam = 0,
    string strParam = null,
    Object objectParam = null)
    {
        isMoving = false;
    }
}

游戏效果:如图

        

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