##《游戏框架》发布说明:
++++“游戏框架”还是“游戏架构”,立钻哥哥还是以“游戏框架”来命名这个主题吧。
++++“游戏框架”作为整个游戏的框架,具有核心的地位,一个游戏的层次和后期维护性就取决于游戏框架。
++++《游戏框架》当然也是一个探索篇,作为这个分类的第一篇博文,还是先探索一段时间,后期根据需要再推出一个精品博文。
====>立钻哥哥带您学游戏框架。
##《游戏框架》目录:
#第一篇:框架入门篇
#第二篇:框架夯实篇
#第三篇:框架实战篇
#第四篇:框架进阶篇
#第五篇:框架高级实战篇
#第六篇:立钻哥哥带您学框架
++第一篇:框架入门篇
++++第一章:框架概述
++++第二章:UI框架
++第一章:框架概述
++++1.1、Unity3D游戏客户端基础框架
++++1.2、立钻哥哥带您学游戏框架
++1.1、Unity3D游戏客户端基础框架
++++一些通用的基础系统的框架搭建,其中包括:
--UI框架(UGUI+MVC)
--消息管理(Message Manager)
--网络层框架(Socket + Protobuf)
--表格数据(Protobuf)
--资源管理(Unity5.x的AssetBundle方案)
--热更框架(tolua)
++1.1.1、UI框架
++++编写UI框架的意义:
--打开、关闭、层级、页面跳转等管理问题集中化,将外部切换等逻辑交给UIManager处理。
--功能逻辑分散化,每个页面维护自身逻辑,依托于框架便于多人协同开发,不用关心跳转和显示关闭细节。
--通用性框架能够做到简单的代码复用和“项目经验”沉淀。
++++基于Unity3D和UGUI实现的简单的UI框架,实现内容:
--1、加载、显示、隐藏、关闭页面,根据标示获得相应界面实例;
--2、提供界面显示隐藏动画接口;
--3、单独界面层级,Collider,背景管理;
--4、根据存储的导航信息完成界面导航;
--5、界面通用对话框管理;
--6、便于进行需求和功能扩展;
++1.1.2、消息管理(Message Manager)
++++一个消息系统的核心功能:
--一个通用的事件监听器;
--管理各个业务监听的事件类型(注册和解绑事件监听器);
--全局广播事件;
--广播事件所传参数数量和数据类型都是可变的(数量可以是0~3,数据类型是泛型)
++++消息管理设计思路:在消息系统初始化时将每个模块绑定的消息列表,根据消息类型分类(用一个string类型的数据类标识),即建立一个字典Dictionary<string, List<Model>>:每条消息触发时需要通知的模块列表:某条消息触发,遍历字典中绑定的模块列表。
++1.1.3、网络层框架(NetworkManager)
++++除了单机游戏,限制绝大多数的网游都是以强联网的方式实现的,选用Socket通信可以实时地更新玩家状态。
++++选定了联网方式后,还需要考虑网络协议定制的问题,Protobuf无疑是个比较好的选择,一方面是跨平台特性好,另一方面是数据量小可以节省通信成本。
++++Socket通信:联网方式、联网步骤,数据收发以及协议数据格式。(加入线程池管理已经用一个队列来管理同时发起的请求,让Socket请求和接收异步执行,基本的思路就是引入多线程和异步等技术。)
++++Protobuf网络框架主要用途是:数据存储(序列化和反序列化),功能类似xml和json等;制作网络通信协议等。(Protobuf不仅可以进行excel表格数据的导出,还能直接用于网络通信协议的定制。)
++++Protobuf是由Google公司发布的一个开源的项目,是一款方便而又通用的数据传输协议。(在Unity中可借助Protobuf来进行数据存储和网络协议两方面的开发。)
++1.1.4、表格数据
++++在游戏开发中,有很多数据是不需要通过网络层从服务器拉取下来的,而是通过表格配置的格式存储在本地。
++++游戏中的一个道具,通常服务器只下发该道具的ID(唯一标识)和LV(等级),然后客户端从本地数据中检索到该道具的具体属性值。(通常使用Excel表格来配置数据,可以使用Protobuf、JSON、XML等序列化和反序列化特性对表格数据转化。)
++1.1.5、资源管理(AssetBundle)
++++AssetBundle是Unity引擎提供的一种资源压缩文件,文件扩展名通常为unity3d或assetbundle。
++++对于资源的管理,其实是为热更新提供可能,Unity制作游戏的资源管理方式就通过AssetBundle工具将资源打成多个ab包,通过网络下载新的ab包来替换本地旧的包,从而实现热更的目的。
++++AssetBundle是Unity编辑器在编辑环境创建的一系列的文件,这些文件可以被用在项目的运行环境中。(包括的资源文件有:模型文件(models)、材质(materials)、纹理(textures)和场景(scenes)等。)
++++Editor打包AssetBundle:
//立钻哥哥:Editor打包AssetBundle
[MenuItem(“Assets/Build AssetBundles”)]
static void BuildAllAssetBundles(){
BuildPipeline.BuildAssetBundles(Application.dataPath + “/AssetBundles”, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSXIntel);
}
++1.1.6、热更新框架(tolua)
++++使用C#编写底层框架,使用lua编写业务逻辑,这是业内最常见的设计方式,还有一个非常成熟的热更新框架tolua。
++++通常可热更新的有:图片资源、UI预制和lua脚本,而处于跨平台的考虑,C#脚本是不允许进行热更的。
++第二章:UI框架
++++2.1、MVC
++++2.2、UIBase
++++2.3、UIManager
++++2.4、ResourceManager
++++2.5、Defines
++++2.6、Singleton
++++2.7、SingletonException
++++2.8、DDOLSingleton
++++2.9、GameController
++++2.10、CoroutineController
++++2.11、StartGame
++++2.12、TestOne
++++2.13、TestTwo
++++2.14、BaseController
++++2.15、BaseModel
++++2.16、BaseModule
++++2.17、ModuleManager
++++2.18、Message
++++2.19、MessageCenter
++++2.20、MessageType
++++2.21、EventTriggerListener
++++2.22、MethodExtension
++++2.23、TestOneModule
++++2.24、PropertyItem
++++2.25、IDynamicProperty
++++2.26、BaseActor
++++2.27、BaseScene
++++2.28、SceneManager
++++2.29、MailUI
++++2.30、MailRewardUI
++++2.31、MailModule
++++2.32、MailData
++++2.33、立钻哥哥带您学UI框架。
++UI框架前言
++++前端开发中实际上大量的编码工作都在UI编码上,基本上占前端编码的70%左右。一个良好的UI框架决定了前端的开发效率和后期的维护成本。
++UI框架涉及内容
++++1、BaseUI:UI界面的基类,定义了统一的UI功能接口(事件,开关,动画,声音)。
++++2、UIManager:管理UI的管理器,管理是否缓存UI对象,是否需要互斥UI对象,管理一些通用UI。
++++3、ResourceManager资源管理器,资源加载统一管理,资源加载方式选择(同步、异步、本地、AB、ObjPool、....),资源缓存,资源释放。
++++4、Singleton通用单例类的基类。
++++5、BaseModule逻辑模块基类,定义模块的通用功能,处理不同系统的数据逻辑。
++++6、ModuleManager:逻辑模块管理器,管理游戏内所有逻辑的注册注销等。
++++7、自定义事件系统:不同模块直接的通信,模块内界面和数据逻辑分离。
++++8、BaseScene:场景逻辑基类。
++++9、SceneManager: 管理项目所有场景切换,加载等。
++++10、CommonUI:项目中一些通用UI,继承BaseUI可重用UI。
++++11、NetWork:如何在我们的框架中添加网络模块。
++2.1、MVC
++++MVC全名是Model View Controller,是模型(model)-视图(view)-控制器(controller)的缩写,一种软件设计典范,用一种业务逻辑、数据、界面显示分离的方式组织代码,将业务逻辑聚集到一个部件里面,在改进和个性化定制界面及用户交互的同时,不需要重新编写业务逻辑。
++++【Model(模型)】:是应用程序中用于处理应用程序数据逻辑的部分。(通常模型对象负责在数据库中存取数据。)
++++【View(视图)】:是应用程序中处理数据显示的部分。(通常视图是依据模型数据创建的。)
++++【Controller(控制器)】:是应用程序中处理用户交互的部分。(通常控制器负责从视图读取数据,控制用户输入,并向模型发送数据。)
++2.1.1、MVC模式设计流程
++++【抽象Model层】=>【为Model提供一套增删改查的方法】=>【Controller层,把我们的需求(问题)转化成增删改查】=>【将Model层的信息,以一种用户可以接受的形式表现到View层。】
++2.1.2、PureMVC
++++PureMVC是经典MVC设计框架的一个变种:“纯粹的MVC框架”。(是基于MVC模式建立的轻量级应用框架。)
++2.2、BaseUI
++++UIBase是UI的公共基类。(定义了统一的UI功能接口(事件、开关、动画、声音)等。)
++++Scripts/YanlzFramework/BaseClass/BaseUI.cs
++2.2.1、一个简单UI代码参考(没有BaseUI)
//立钻哥哥:一个简单UI代码参考:一个Panel上点击一个按钮进行Panel切换
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class TestOne: MonoBehaviour{
private Button bth;
void Start(){
btn = transform.Find(“Panel/Button”).GetComponent<Button>();
btn.onClick.AddListener(OnClickBtn);
}
private void OnClickBth(){
GameObject go = Instantiate<GameObject>(Resource.Load<GameObject>”Prefabs/TestTwo”);
TestTwo testTwo= go.GetComponent<TestTwo>();
if(null == testTwo){
testTwo= go.AddComponent<TestTwo>();
}
Close();
}
private void Close(){
Destroy(gameObject);
}
}
++2.2.1、BaseUI.cs(UI公共基类)
//立钻哥哥:UI的公共基类(Scripts/YanlzFramwork/BaseClass/BaseUI.cs)
using UnityEngine;
using System.Collections;
namespace YanlzFramework{
public abstract class BaseUI : MonoBehaviour{
#region Cache gameObject &transform
private GameObject _cacheGameObject;
public GameObject CacheGameObject{
get{
if(null == _cacheGameObject){
_cacheGameObject = this.gameObject;
}
return _cacheGameObject;
}
}
private Transform _cacheTransform;
public Transform CacheGameObject{
get{
if(null == _cacheTransform){
_cacheTransform = this.transform;
}
return _cacheTransform;
}
}
#endregion
#region EnumObjectState & UI Type
protected EnumObjectState _state = EnumObjectState.None;
public event StateChangeEvent StateChanged;
public EnumObjectState State{
protected get{
return this._state;
}
set{
EnumObjectState oldState = this._state;
this._state = value;
if(null != StateChanged){
StateChanged(this, this._state, oldState); //立钻哥哥:调用事件
}
}
public abstract EnumUIType GetUIType();
#endregion
void Awake(){
this.State = EnumObjectState.Initial;
OnAwake();
}
//Use this for initialization
void Start(){
OnStart();
}
//Update is called once per frame
void Update(){
if(this._state == EnumObjectState.Ready){
OnUpdate(Time.deltaTime);
}
}
public void Release(){
this.State = EnumObjectState.Closing;
GameObject.Destroy(this.CacheGameObject);
OnRelease();
}
void OnDestroy(){
this.State = EnumObjectState.None;
}
protected virtual void OnAwake(){
this.State = EnumObjectState.Loading;
this.OnPlayOpenUIAudio(); //播放音乐
}
protected virtual void OnStart(){ }
protected virtual void OnUpdate(float delatTime){ }
protected virtual void OnRelease(){
this.State = EnumObjectState.None;
this.OnPlayCloseUIAudio(); //关闭音乐
}
protected virtual void OnLoadData(){ }
//播放打开界面音乐
protected virtual void OnPlayOpenUIAudio(){ }
//播放关闭界面音乐
protected virtual void OnPlayCloseUIAudio(){ }
protected virtual void SetUI(params object[] uiParams){
this.State = EnumObjectState.Loading;
}
public virtual void SetUIParam(params object[] uiParams){
}
protected virtual void OnLoadData(){
}
public void SetUIWhenOpening(params object[] uiParams){
SetUI(uiParams);
//StartCoroutine(AsyncOnLoadData()); //立钻哥哥:异步加载
CoroutineController.Instance.StartCoroutine(AsyncOnLoadData());
}
private IEnumerator AsyncOnLoadData(){
yield return new WaitForSecond(0);
if(this.State == EnumObjectState.Loading){
this.OnLoadData();
this.State = EnumObjectState.Ready;
}
}
}
}
}
++2.3、UIManager
++++UIManager:UI管理类。(管理是否缓存UI对象,是否需要互斥UI对象,管理一些通用UI等。)
++++Scripts/YanlzFramework/Manager/UIManager.cs
++2.3.1、UIManager.cs(UI管理类)
//立钻哥哥:UIManager.cs(UI管理类)(Scripts/YanlzFramework/Manager/UIManager.cs)
using System;
namespace YanlzFramework{
public class UIManager : Singleton<UIManager>{
#region UIInfoData class
class UIInfoData{
public EnumUIType UIType{ get; private set; }
public Type ScriptType { get; private set; }
public string Path{ get; private set; }
public object[] UIParams{ get; private set; }
public UIInfoData(EnumUIType _uiType, string _path, params object[] _uiParams){
this.UIType = _uiType;
this.Path = _path;
this.UIParams = _uiParams;
this.ScriptType = UIPathDefines.GetUIScriptByType(this.UIType);
}
}
#endregion
private Dictionary<EnumUIType, GameObject> dicOpenUIs = null;
private Stack<UIInfoData> stackOpenUIs = null;
public override void Init(){
dicOpenUIs = new Dictionary<EnumUIType, GameObject>();
statckOpenUIs = new Stack<UIInfoData>();
}
//获取指定UI
public T GetUI<T>(EnumUIType _uiType) where T : BaseUI{
GameObject _retObj = GetUIObject(_uiType);
if(_retObj != null){
return _retObj.GetComponent<T>();
}
return null;
}
public GameObject GetUIObject(EnumUIType _uiType){
GameObject _retObj = null;
if(!dicOpenUIs.TryGetValue(_uiType, out _retObj)){
throw new Exception(“立钻哥哥:_dicOpenUIs TryGetValue Failure! _uiType: ” + _uiType.ToString());
}
return _retObj;
}
#region Preload UI Prefab By EnumUIType
public void PreloadUI(EnumUIType[] _uiTypes){
for(int i = 0; i < _uiTypes.Length; i++){
PreloadUI(_uiTypes[i]);
}
}
//立钻哥哥:预先加载UI资源
public void PreloadUI(EnumUIType _uiType){
string path = UIPathDefines.GetPrefabPathByType(_uiType);
Resource.Load(path);
//ResManager.Instance.ResourcesLoad(path);
}
#endregion
#region Open UI By EnumUIType
//打开界面
public void OpenUI(EnumUIType[] _uiTypes){
OpenUI(false, _uiTypes, null);
}
public void OpenUI(EnumUIType _uiType, params object[] _uiParams){
EnumUIType[] _uiTypes = new EnumUIType[1];
_uiTypes[0] = _uiType;
OpenUI(false, _uiTypes, _uiParams);
}
public void OpenUICloseOthers(EnumUIType[] _uiTypes){
OpenUI(true, _uiTypes, null);
}
public void OpenUICloseOthers(EnumUIType _uiType, params object[] _uiParams){
EnumUIType[] _uiTypes = new EnumUIType[1];
_uiTypes[0] = _uiType;
OpenUI(true, _uiTypes, _uiParams);
}
//打开UI
public void OpenUI(bool _isCloseOthers, EnumUIType[] _uiTypes, params object[] _uiParams){
//立钻哥哥:Close Other UI
if(_isCloseOthers){
CloseUIAll(); //立钻哥哥:关闭其他UI
}
//push _uiTypes in stack
for(int i = 0; i < _uiTypes.Length; i++){
EnumUIType _uiType = _uiTypes[i];
if(dicOpenUIs.ContainsKey(_uiType)){
string _path = UIPathDefines.GetPrefabsPathByType(_uiType);
stackOpenUIs.Push(new UIInfoData(_uiType, _path, _uiParams));
}
}
//Open UI
if(stackOpenUIs.Count > 0){
//GameController.Instance.StartCoroutine(); //立钻哥哥:
CoroutineController.Instance.StartCoroutine(AsynLoadData());
}
}
#endregion
private IEnumerator<int> AsyncLoadData(){
UIInfoData _uiInfoData = null;
UnityEngine.Object _prefabObj = null;
GameObject _uiObject = null;
if(stackOpenUIs != null && stackOpenUIs.Count > 0){
do{
_uiInfoData = stackOpenUIs.Pop();
_prefabObj = Resource.Load(_uiInfoData.Path);
if(_prefabObj != null){
_uiObject = MonoBehaviour.Instantiate(_prefabObj) as GameObject;
BaseUI _baseUI = _uiObject.GetComponent<BaseUI>();
if(null == _baseUI){
_baseUI = _uiObject.AddComponent(_uiInfoData.ScriptType) as BaseUI;
}
if(null != _baseUI){
_baseUI.SetUIWhenOpening(_uiInfoData.UIParams);
}
dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
}
}while(stackOpenUIs.Count > 0);
}
yield return 0;
}
#region Close UI By EnumUIType
public void CloseUIAll(){
List<EnumUIType> _keyList = new List<EnumUIType> (dicOpenUIs.Keys);
foreach(EnumUIType _uiType in _keyList){
GameObject _uiObj = dicOpenUIs[_uiType];
CloaseUI(_uiType, _uiObj);
}
//CloseUI(_listKey.ToArray()); //立钻哥哥:利用数组关闭
dicOpenUIs.Clear();
}
public void CloseUI(EnumUIType[] _uiTypes){
for(int i=0; i <_uiTypes.Length; i++){
CloseUI(_uiTypes[i]);
}
}
public void CloseUI(EnumUIType _uiType, GameObject _uiObj){
//GameObject _uiObj = GetUIObject(_uiType);
if(null == _uiObj){
dicOpenUIs.Remove(_uiType);
}else{
BaseUI _baseUI = _uiObj.GetComponent<BaseUI>();
if(null == _baseUI){
GameObject.Destroy(_uiObj);
dicOpenUIs.Remove(_uiType);
}else{
_baseUI.StateChanged += CloseUIHandle; //立钻哥哥:添加委托
_baseUI.Release();
}
}
}
private void CloseUIHandle(object sender, EnumObjectState newState, EnumObjectState oldState){
if(newState == EnumObjectState.Closing){
BaseUI _baseUI = sender as BaseUI;
dicOpenUIs.Remove(_baseUI.GetUIType());
_baseUI.StateChanged -= CloseUIHandle;
}
}
#endregion
}
}
++2.4、ResManager
++++ResManager:资源管理器,资源加载统一管理。(资源加载方式选择(同步、异步、本地、AB、ObjPool、....),资源缓存,资源释放等。)
++++Scripts/YanlzFramework/Manager/ResManager.cs
++2.4.1、ResManager.cs(资源管理器)(版本2)
//立钻哥哥:ResMananger.cs(资源管理器)(YanlzFramework/Manager.ResManager.cs)
using System;
using UnityEngine;
using System.Collection.Generic;
namespace YanlzFramework{
//立钻哥哥:资源信息
public class AssetInfo{
private UnityEngine.Object _Object;
public Type AssetType{ get; set; }
public string Path{ get; set; }
public int RefCount{ get; set; }
public bool IsLoaded{
get{
return null != _Object;
}
}
public UnityEngine.Object AssetObject{
get{
if(null == _Object){
//_Object = Resources.Load(Path);
_ResourcesLoad();
}
return _Object;
}
}
public IEnumerator GetCoroutineObject(Action<UnityEngine.Object> _loaded){
while(true){
yield return null;
if(null == _Object){
//yield return null;
//_Object = Resources.Load(Path);
_ResourcesLoad();
yield return null;
}
if(null != _loaded){
_loaded(_Object);
}
yield break;
}
}
private void _ResourcesLoad(){
try{
_Object = Resource.Load(Path);
if(null == _Object){
Debug.Log(“立钻哥哥:Resources Load Failure! Path: ” + Path);
}
}catch(Exception e){
Debug.Log(e.ToString());
}
}
public IEnumerator GetAsyncObject(Action<UnityEngine.Object> _loaded){
return GetAsyncObject(_loaded, null);
}
public IEnumerator GetAsyncObject(Action<UnityEngine.Object> _loaded, Action<float> _progress){
//立钻哥哥:have Object
if(null != _Object){
_loaded(_Object);
yield break;
}
//Object null. Not Load Resources
ResourceRequest _resRequest = Resources.LoadAsync(Path);
while(_resRequest.progress < 0.9){
if(null != _progress){
_progress(_resRequest.progress);
}
yield return null;
}
while(!_resRequest.isDone){
if(null != _progress){
_progress(_resRequest.progress);
}
yield return null;
}
///???
_Object = _resRequest.asset;
if(null != _loaded){
_loaded(_Object);
}
yield return _resRequest;
}
}
//立钻哥哥:ResManger:资源管理器
public class ResManager : Singleton<ResManager>{
private Dictionary<string, GameObject> dicAssetInfo = null;
public override void Init(){
//Resources.Load();
//Resources.LoadAsync();
//Resources.LoadAll();
//Resources.LoadAssetAtPath();
dicAssetInfo = new Dictionary<string, AssetInfo>();
Debug.Log(“立钻哥哥:ResManager : Singleton<ResManager> Init”);
}
#region Load Resource & Instantiate Object
public UnityEngine.Object LoadInstance(string _path){
UnityEngine.Object _obj = Load(_path);
//MonoBehaviour.Instantiate();
return Instantiate(_obj);
}
#endregion
private UnityEngine.Object Instantiate(UnityEngine.Object _obj){
return Instantiate(_obj, null);
}
private UnityEngine.Object Instantiate(UnityEngine.Object _obj, Action<UnityEngine.Object> _loaded){
UnityEngine.Object _retObj = null;
if(null != _obj){
_retObj = MonoBehaviour.Instantiate(_obj);
if(null != _retObj){
if(null != _loaded){
_loaded(_retObj);
}else{
Debug.LogError(“立钻哥哥:null _loaded.”);
}
return _retObj;
}else{
Debug.LogError(“立钻哥哥:Error:null Instantiate _retObj.”);
}
}else{
Debug.LogError(“立钻哥哥:Error:null Resources Load return _obj.”);
}
}
#region Load Resource
public UnityEngine.Object Load(string _path){
AssetInfo _assetInfo = GetAssetInfo(_path);
if(null != _assetInfo){
return _assetInfo.AssetObject;
}
return null;
}
#endregion
#region Load Coroutine Resources
public void LoadCoroutine(string _path, Action<UnityEngine.Object> _loaded){
AssetInfo _assetInfo = GetAssetInfo(_path, _loaded);
if(null != _assetInfo){
CoroutineController.Instance.StartCoroutine(_assetInfo.GetCoroutineObject(_loaded));
}
}
#endregion
#region Load Async Resources
public void LoadAsync(string _path, Action<UnityEngine.Object> _loaded){
LoadAsync(_path, _loaded, null);
}
public void LoadAsync(string _path, Action<UnityEngine.Object> _loaded, Action<float> _progress){
AssetInfo _assetInfo = GetAssetInfo(_path, _loaded);
if(null != _assetInfo){
CoroutineController.Instance.StartCoroutine(_assetInfo.GetAsyncObject(_loaded, _progress));
}
}
#endregion
private AssetInfo GetAssetInfo(string _path){
return GetAssetInfo(_path, null);
}
private AssetInfo GetAssetInfo(string _path, Action<UnityEngine.Object> _loaded){
if(string.IsNullOrEmpty(_path)){
Debug.LogError(“立钻哥哥:Error: null _path name.”);
if(null != _loaded){
_loaded(null);
}
}
// Load Res ....
AssetInfo _assetInfo = null;
if(!dicAssetInfo.TryGetValue(_path, out _assetInfo)){
_assetInfo = new AssetInfo();
_assetInfo.Path = _path;
dicAssetInfo.Add(_path, _assetInfo);
}
_assetInfo.RefCount++;
return _assetInfo;
}
}
}
++2.5、Defines
++++Defines:自定义空间和类。
++++Scripts/YanlzFramework/Defines/Defines.cs
++2.5.1、Defines.cs
//立钻哥哥:自定义空间和类(Scripts/YanlzFramework/Defines/Defines.cs)
using System;
namespace YanlzFramework{
#region 全局委托Global delegate
public delegate void StateChangeEvent(Object sender, EnumObjectState newState, EnumObjectSate oldState);
public delegate void MessageEvent(Message message);
public delegate void OnTouchEventHandle(GameObject_sender, object _args, params object[] _params);
public delegate void PropertyChangedHandle(BaseActor actor, int id, object oldValue, object newValue);
#endregion
#region 全局枚举对象 Global enum
public enum EnumObjectState{
None,
Initial,
Loading,
Read,
Disabled,
Closing
}
public enum EnumUIType : int{
None = -1,
TestOne,
TestTwo,
}
public enum EnumTouchEventType{
OnClick,
OnDoubleClick, //立钻哥哥:双击
OnDown,
OnUp,
OnEnter,
OnExit,
OnSelect,
OnUpdateSelect,
OnDeSelect,
OnDrag,
OnDragEnd,
OnDrop,
OnScroll,
OnMove,
}
public enum EnumPropertyType : int{
RoleName = 1, //立钻哥哥:角色名
Sex, //性别
RoleID, //Role ID
Gold, //宝石(元宝)
Coin, //金币(铜板)
Level, //等级
Exp, //当前经验
AttackSpeed, //攻击速度
HP, //当前HP
HPMax, //生命最大值
Attack, //普通攻击(点数)
Water, //水系攻击(点数)
Fire, //火系攻击(点数)
}
public enum EnumActorType{
None = 0,
Role,
Monster,
NPC,
}
public enum EnumSceneType{
None = 0,
StartGame,
LoadingScene,
LoginScene,
MainScene,
CopyScene,
PVPScene,
PVEScene,
}
#endregion
public class UIPathDefines{
public const string UI_PREFAB = “Prefabs/”; //UI预设
public const string UI_CONTROLS_PREFAB = “UIPrefab/Control/”; //UI小控件预设
public const string UI_SUBUI_PREFAB = “UIPrefab/SubUI/”; //UI子页面预设
public const string UI_IOCN_PATH = “UI/Icon/”; //icon路径
public static string GetPrefabsPathByType(EnumUIType _uiType){
string _path = string.Empty;
switch(_uiType){
case EnumUIType.TestOne:{
_path = UI_PREFAB + “TestUIOne”;
break;
}
case EnumUIType.TestTwo:{
_path = UI_PREFAB + “TestUITwo”;
break;
}
default:{
Debug.Log(“立钻哥哥:Not Find EnumUIType! Type: ” + uiType.ToString());
break;
}
return _path;
}
}
public static System.Type GetUIScriptByType(EnumUIType _uiType){
System.Type _scriptType = null;
switch(_uiType){
case EnumUIType.TestOne:{
_scriptType = typeof(TestOne);
break;
}
case EnumUIType.TestTwo:{
_scriptType = typeof(TestTwo);
break;
}
default:{
Debug.Log(“立钻哥哥:Not Find EnumUIType! Type: ” + _uiType.ToString());
break;
}
}
return _scriptType;
}
}
public class Defines{
public Defines(){
}
}
}
++2.6、Singleton
++++Singleton:单例基类。
++++Scripts/YanlzFramework/Common/Singleton/Singleton.cs
++2.6.1、Singleton.cs(单例基类)
//立钻哥哥:Singleton.cs(单例基类)(YanlzFramework/Common/Singleton/Singleton.cs)
using System;
namespace YanlzFramework{
public abstract class Singleton<T> where T : class, new() {
public Singleton(){
protected static T _Instance = null;
public static T Instance{
get{
if(null == _Instance){
_Instance = new T();
}
return _Instance;
}
}
}
protected Singleton(){
if(null != _Instance){
throw new SingletonException(“立钻哥哥:This ” + (typeof(T)).ToString() + “ Singleton Instance is not null !!!”);
}
Init();
}
public virtual void Init(){
}
}
}
++2.7、SingletonException
++++SingletonException:异常类。
++++Scripts/YanlzFramework/Common/Singleton/SingletonException.cs
++2.7.1、SingletonException.cs
//立钻哥哥:SingletonException.cs(异常类)(YanlzFramework/.../SingletonException.cs)
using System;
namespace YanlzFramework{
public class SingletonException : Exception{
public SingletonException(string msg) : base(msg){
}
}
}
++2.8、DDOLSingleton
++++DDOLSingleton:继承MonoBehaviour的单例基类。
++++Scripts/YanlzFramework/Common/Singleton/DDOLSingleton.cs
++2.8.1、DDOLSingleton.cs(继承MonoBehaviour的单例基类)
//立钻哥哥:DDOLSingleton.cs(Scripts/YanlzFramework/.../DDOLSingleton.cs)
using UnityEngine;
using System.Collections;
public class DDOLSingleton<T> : MonoBehaviour where T : DDOLSingleton<T>{
protected static T _Instance = null;
public static T Instance{
get{
if(null == _Instance){
GameObject go = GameObject.Find(“DDOLGameObject”);
if(null == go){
go = new GameObject(“DDOLGameObject”);
DontDestroyOnLoad(go); //立钻哥哥:创建对象,过场不销毁
}
_Instance = go.AddComponent<T>();
}
return _Instance;
}
}
//Raises the application quit event.
private void OnApplicationQuit(){
_Instance = null;
}
}
++2.9、GameController
++++GameController:游戏控制器。
++++Scripts/YanlzFramework/Manager/GameController.cs
++2.9.1、GameController.cs(游戏控制器)
//立钻哥哥:GameController.cs(YanlzFramework/Manager/GameController.cs)
using UnityEngine;
using System.Collections;
public class GameController : DDOLSingleton<GameController>{
}
++2.10、CoroutineController
++++CoroutineController:非继承MonoBehaviour使用协程管理器。
++++Scripts/YanlzFramework/Manager/CoroutineController.cs
++2.10.1、CoroutineController.cs(协程管理器)
//立钻哥哥:协程管理器:(YanlzFramework/Manager/CoroutineController.cs)
using UnityEngine;
using System.Collections;
public class CoroutineController : DDOLSingleton<CoroutineController>{
}
++2.11、StartGame
++++StartGame:游戏开始控制。
++++Scripts/GameLogic/StartGame.cs
++2.11.1、StartGame.cs(开始游戏)
//立钻哥哥:开始游戏:(Scripts/GameLogic/StartGame.cs)
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using YanlzFramework; //立钻哥哥:自己的框架命名空间
//public class StartGame : MonoBehaviour{
public class GameController : DDOLSingleton<StartGame>{
//Use this for initialization
void Start(){
//RegisterAllMoudles(); //立钻哥哥:模拟GameController:注册模块
ModuleManager.Instance.RegisterAllModules(); //立钻哥哥:
SceneManager.Instance.RegisterAllScene(); //立钻哥哥:注册场景
//GameObject go = Instantiate(Resource.Load<GameObject>(“Prefabs/TestUIOne”));
UIManager.Instance.OpenUI(EnumUIType.TestOne); //立钻哥哥
TestResManager(); //立钻哥哥:测试ResManager功能
StartCoroutine(AutoUpdateGold()); //立钻哥哥:测试金币更新
StartCoroutine(NetAutoUpdateGold()); //立钻哥哥:模拟网络金币更新
}
void TestResManager(){
float time = System.Enviroment.TickCount;
for(int i = 1; i < 1000; i++){
GameObject go = null;
go = Instantiate(Resoureces.Load<GameObject>(“Prefabs/Cube”)); //1
go = ResManager.Instance.LoadInstance(“Prefabs/Cube”) as GameObject; //2
//3、异步加载
ResManager.Instance.LoadAsyncInstance(“Prefabs/Cube”, (_obj)=>{
go = _obj as GameObject;
go.transform.position = UnityEngine.Random.insideUnitSphere * 20;
});
//4、协程加载
ResManager.Instance.LoadCoroutineInstance(“Prefabs/Cube”, (_obj)=>{
go = _obj as GameObject;
go.transform.position = UnityEngine.Random.insideUnitSphere * 20;
});
//go.transform.position = UnityEngine.Random.insideUnitCircle * 20;
go.transform.position = UnityEngine.Random.insideUnitSphere * 20;
}
Debug.Log(“立钻哥哥:Times: ” + (System.Environment.TickCout - time) * 1000);
}
private IEnumerator<int> AsyncLoadData(){
}
private IEnumerator AutoUpdateGold(){
int gold = 0;
while(true){
gold++;
yield return new WaitForSeconds(1.0f);
Message message = new Message(“AutoUpdateGold”, this);
message [“gold”] = gold;
message .Send();
}
}
private IEnumerator NetAutoUpdateGold(){
int gold = 0;
while(true){
gold++;
yield return new WaitForSeconds(1.0f);
Message message = new Message(MessageType.Net_MessageTestOne, this);
message [“gold”] = gold;
//message .Send();
//MessageCenter.Instance.SendMessage(NetMessageType.Net_MessageTestOne, this, null, gold);
MessageCenter.Instance.SendMessage(message); //立钻哥哥:
}
}
//立钻哥哥:模拟GameController中的功能:注册模块
private void RegisterAllModules(){
//TestOneModule testOneModule = new TestOneModule();
//testOneModule.Load();
LoadModule(typeof(TestOneModule));
}
private void LoadModule(Type moduleType){
BassModule bm = System.Activator.CreateInstance(moduleType) as BaseModule;
bm.Load();
}
}
++2.12、TestOne
++++TestOne:第一个UI测试界面。
++++Scripts/GameLogic/UI/TestOne.cs
++2.12.1、TestOne.cs(第一个UI测试界面)
//立钻哥哥:第一个UI测试界面:(Scripts/GameLogic/UI/TestOne.cs)
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using YanlzFramework; //立钻哥哥:自己的框架命名空间
public class TestOne : BaseUI{
private Button btn;
private Text text; //立钻哥哥:分数更新测试
private TestOneModule oneModule;
#region implemented abstract members of BaseUI
public override EnumUIType GetUIType(){
return EnumUIType.TestOne;
}
#endregion
//Use this for initialization
void Start(){
//btn = transform.Find(“Panel/Button”).GetComponent<Button>();
//btn.onClick.AddListener(OnClickBtn);
text = transform.Find(“Panel/Text”).GetComponent<Text>(); //分数更新测试
//EventTriggerListener.Get(transform.Find(“Panel/Button”).gameObject).SetEventHandle(EnumTouchEventType.OnClick, Close);
EventTriggerListener listener = EventTriggerListener.Get(transform.Find(“Panel/Button”).gameObject);
//listener.SetEventHandle(EnumTouchEventType.OnClick, Close);
listener.SetEventHandle(EnumTouchEventType.OnClick, Close, 1, “1234”);
oneModule = ModuleManager.Instance.Get<TestOneModule>();
text.text = “Gold: ” + oneModule.Gold;
}
public override OnAwake(){
MessageCenter.Instance.AddListener(“AutoUpdateGold”, UpdateGold);
base.OnAwake();
}
protected override void OnRelease(){
MessageCenter.Instance.RemoveListener(“AutoUpdateGold”, UpdateGold);
base.OnRelease();
}
private void UpdateGold(Message message){
int gold = (int)message[“gold”];
Debug.Log(“立钻哥哥:TestOne UpdateGold: ” + gold);
text.text = “Gold: ” + gold; //立钻哥哥:分数更新测试
}
private void OnClickBtn(){
//GameObject go = Instantiate(Resources.Load<GameObject>(“Prefabs/TestUITwo”));
UIManager.Instance.OpenUICloseOthers(EnumUIType.TestTwo);
//Close(); //立钻哥哥:UIManager统一处理
}
private void Close(){
Destroy(gameObject);
}
private void Close(GameObject _sender, objcet _args, params object[] _params){
int i = (int) _params[0];
string s = (string) _params[1];
Debug.Log(i);
Debug.Log(s);
UIManager.Instance.OpenUICloseOthers(EnumUIType.TestTwo);
}
}
++2.13、TestTwo
++++TestOne:第一个UI测试界面。
++++Scripts/GameLogic/UI/TestOne.cs
++2.13.1、TestTwo.cs(第二个UI测试界面)
//立钻哥哥:第一个UI测试界面:(Scripts/GameLogic/UI/TestTwo.cs)
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using YanlzFramework; //立钻哥哥:自己的框架命名空间
public class TestOne : BaseUI{
private Button btn;
#region implemented abstract members of BaseUI
public override EnumUIType GetUIType(){
return EnumUIType.TestTwo;
}
#endregion
//Use this for initialization
void Start(){
btn = transform.Find(“Panel/Button”).GetComponent<Button>();
btn.onClick.AddListener(OnClickBtn);
}
protected override void OnWake(){
Message.Instance.AddListener(“AutoUpdateGold”, UpdateGold);
base.OnAwake();
}
protected override void OnRelease(){
MessageCenter.Instance.RemoveListener(“AutoUpdateGold”, UpdateGold);
base.OnRelease();
}
private void UpdateGold(Message message){
int gold = (int)message[“gold”];
Debug.Log(“立钻哥哥:TestTwo UpdateGold: ” + gold);
}
private void OnClickBtn(){
//GameObject go = Instantiate(Resources.Load<GameObject>(“Prefabs/TestUIOne”));
UIManager.Instance.OpenUICloseOthers(EnumUIType.TestOne);
//Close(); //立钻哥哥:UIManager统一处理
}
private void Close(){
Destroy(gameObject);
}
}
++2.14、BaseController
++++BaseModule:控制器基类。
++++Scripts/YanlzFramework/BaseClass/BaseController.cs
++2.14.1、BaseController.cs(控制器基类)
//立钻哥哥:控制器基类:(Srcipts/YanlzFramework/BaseClass/BaseController.cs)
using System;
namespace YanlzFramework{
public class BaseController{
public BaseController(){
}
}
}
++2.15、BaseModel
++++BaseModel
//Close(); //立钻哥哥:UIManager统一处理
}
private void Close(){
Destroy(gameObject);
}
}
++2.14、BaseController
++++BaseModule:控制器基类。
++++Scripts/YanlzFramework/BaseClass/BaseController.cs
++2.14.1、BaseController.cs(控制器基类)
//立钻哥哥:控制器基类:(Srcipts/YanlzFramework/BaseClass/BaseController.cs)
using System;
namespace YanlzFramework{
public class BaseController{
public BaseController(){
}
}
}
++2.15、BaseModel
++++BaseModel:模型基类。
++++Scripts/YanlzFramework/BaseClass/BaseModel.cs
++2.15.1、BaseModel.cs(模型基类)
//立钻哥哥:模型基类:(Scripts/YanlzFramework/BaseClass/BaseModel.cs)
using System;
namespace YanlzFramework{
public class BaseModel{
public BaseModel(){
}
}
}
++2.16、BaseModule
++++BaseModule:数据逻辑处理模块基类。
++++Scripts/YanlzFramework/BaseClass/BaseModule.cs
++2.16.1、BaseModule.cs
//立钻哥哥:数据逻辑处理模块基类:(YanlzFramework/BaseClass/BaseModule.cs)
using System;
namespace YanlzFramework{
public class BaseModule{
public enum EnumRegisterMode{
NotRegister,
AutoRegister,
AlreadyRegister,
}
private EnumObjectState state 、BaseModule
++++BaseModule:数据逻辑处理模块基类。
++++Scripts/YanlzFramework/BaseClass/BaseModule.cs
++2.16.1、BaseModule.cs
//立钻哥哥:数据逻辑处理模块基类:(YanlzFramework/BaseClass/BaseModule.cs)
using System;
namespace YanlzFramework{
public class BaseModule{
public enum EnumRegisterMode{
NotRegister,
AutoRegister,
AlreadyRegister,
}
private EnumObjectState state = EnumObjectState.Initial;
public EnumObjectState State{
get{
return state;
}
set{
if(state == value){
return;
}
EnumObjectState oldState = state;
state = value;
if(null != StateChanged){
StateChanged(this, state, oldState);
}
OnStateChanged(state, oldState);
}
}
public event StateChangedEvent StateChanged;
protected virtual void OnStateChanged(EnumObjectState newState, EnumObjectState oldState){
namespace YanlzFramework{
public class BaseModule{
public enum EnumRegisterMode{
NotRegister