How to design your code architecture in unity?

本文探讨了Unity编程中常见的问题及解决方法,强调了减少MonoBehavior使用、合理利用封装及继承等技巧来提升代码质量。作者分享了如何避免Unity特有的‘野牛编码’陷阱,保持代码的整洁与可维护性。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

I've not been programming Unity long, though I've run into many of the same frustrations. It seems like the Unity library is constructed to facilitate a lot of cowboy coding practices, with little or no real encapsulation. The tutorials also tend to have everything as a MonoBehavior or ScriptableObject, where it is often entirely possible to sequester code into a standard C# object without involving UnityEngine, which can help to keep things cleaner.

It seems like the tutorials also use SendMessage() where it isn't really needed - they could have precached a reference to the object/component they're trying to interact with, and use that directly. And it seems like they pretty much never use packages at all, everything shares one big happy namespace.

I understand the general mindset seems to be "Unity for Dummies", making it seem as straightforward as possible to write something that will operate correctly, with no concern for code quality, reusability, maintainability, testability, etc. If you follow the tutorials, and lean on the UnityEngine classes, you'll wind up with a tangled mess of code before you know it. Keeping code clean and well-organized is a struggle you have to put more effort into with Unity than you might with other platforms/frameworks.

I have found a few things to be very helpful:

  • Minimize your MonoBehaviors. If you can make it a plain C# class, do that. If you can encapsulate functionality into a plain class and reference that from your MonoBehavior, do that. Try to avoid using UnityEngine in your plain C# classes when you can.
  • Singleton MonoBehaviors can be achieved with a static singleton reference and a check in your Start method: if the static singleton reference is null, set to self, if it's not null, throw an Exception. The only way this would happen is if you have more than one instance in your Scene, so an exception will tell you (the developer) that you've done something you shouldn't have.
  • When planning your architecture, try to decide ahead of time what you want to be editable in the Unity inspector. Those fields will need to be part of a MonoBehavior or ScriptableObject. Everything else is fair game to place a MB/SO or into a plain C# class.
  • Likewise, any class that has to run code during a *Update or On* call should generally go into a MB, though you can also define this code in a normal class and call it from MB. The thing to note here is, if you end up having to reference Unity functionality like GameObject from your code anyway, there's less point in encapsulating it in a normal C# class.
  • Subclassing/inheritance seem to give Unity a migraine - or, at least, using them with Unity gives me a migraine. Any time I try to work with an object hierarchy that I've created with MonoBehavior or ScriptableObject at the top, I wind up wanting to shoot myself. But that may just be due to lack of experience with Unity and/or C#.

I would agree that, in general, the tutorials seem to just cram code in wherever it's most convenient for expository purposes, because nobody has to maintain that tutorial code later. It's also hard to provide general guidelines as every game is different; for example, my current project encapsulates a lot of input handling into it's HUD class, but that might not be appropriate for your game; you might want to encapsulate it into a Controller class or some such. A point-and-click UI will be organized in code very differently compared to a WASD-style shooter, as a matter of course.

内容概要:本文针对国内加密货币市场预测研究较少的现状,采用BP神经网络构建了CCi30指数预测模型。研究选取2018年3月1日至2019年3月26日共391天的数据作为样本,通过“试凑法”确定最优隐结点数目,建立三层BP神经网络模型对CCi30指数收盘价进行预测。论文详细介绍了数据预处理、模型构建、训练及评估过程,包括数据归一化、特征工程、模型架构设计(如输入层、隐藏层、输出层)、模型编译与训练、模型评估(如RMSE、MAE计算)以及结果可视化。研究表明,该模型在短期内能较准确地预测指数变化趋势。此外,文章还讨论了隐层节点数的优化方法及其对预测性能的影响,并提出了若干改进建议,如引入更多技术指标、优化模型架构、尝试其他时序模型等。 适合人群:对加密货币市场预测感兴趣的研究人员、投资者及具备一定编程基础的数据分析师。 使用场景及目标:①为加密货币市场投资者提供一种新的预测工具和方法;②帮助研究人员理解BP神经网络在时间序列预测中的应用;③为后续研究提供改进方向,如数据增强、模型优化、特征工程等。 其他说明:尽管该模型在短期内表现出良好的预测性能,但仍存在一定局限性,如样本量较小、未考虑外部因素影响等。因此,在实际应用中需谨慎对待模型预测结果,并结合其他分析工具共同决策。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值