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Unity编程标准导引-3.2 MonoBehavior 组件父类重构
为了让我们的组件类用起来更方便,我们将上一节的代码进行重构。改写成如下:
using UnityEngine;
using System.Collections;
namespace Assets.AndrewBox.Comp
{
/// <summary>
/// 初始化状态
/// </summary>
public enum InitState
{
NothingInited,
FirstInited,
SecondInited
}
public abstract class BaseBehavior : AbstractBehavior
{
/// <summary>
/// 当前的初始化状态
/// </summary>
protected InitState m_initState = InitState.NothingInited;
//变换对象
public Transform m_transform;
/// <summary>
/// 在此完成第一阶段的初始化
/// </summary>
protected override sealed void Awake()
{
m_transform = transform;
DoInit(InitState.FirstInited);
}
/// <summary>
/// 在此完成第二阶段的初始化
/// </summary>
protected override sealed void Start()
{
DoInit(InitState.SecondInited);
}
/// <summary>
/// 执行更新
/// </summary>
protected override sealed void Update()
{
if (m_initState != InitState.SecondInited)
{
return;
}
OnUpdate();
}
/// <summary>
/// 用于首次初始化,完成外部需访问的公共成员的初始化
/// </summary>
protected abstract void OnInitFirst();
/// <summary>
/// 用于二次初始化,完成内部私有成员的初始化
/// </summary>
protected abstract void OnInitSecond();
/// <summary>
/// 执行更新
/// </summary>
protected abstract void OnUpdate();
/// <summary>
/// 用于外部主动调用初始化
/// </summary>
/// <param name="targetState">初始化的目标状态</param>
public void DoInit(InitState targetState=InitState.SecondInited)
{
if (m_initState == InitState.NothingInited&& m_initState<targetState)
{
OnInitFirst();
m_initState = InitState.FirstInited;
}
if (m_initState == InitState.FirstInited && m_initState<targetState)
{
OnInitSecond();
m_initState = InitState.SecondInited;
}
}
}
public abstract class AbstractBehavior : MonoBehaviour
{
protected virtual void Awake()
{
}
protected virtual void Start()
{
}
protected virtual void Update()
{
}
}
}
接下来,原先的TestComponent类将变成如下形式:
using UnityEngine;
using System.Collections;
using Assets.AndrewBox.Util;
using Assets.AndrewBox.Comp;
public class TestComponenets : BaseBehavior
{
protected override void OnInitFirst()
{
Debuger.LogAtFrame("OnInitFirst");
}
protected override void OnInitSecond()
{
Debuger.LogAtFrame("OnInitSecond");
}
protected override void OnUpdate()
{
Debuger.LogAtFrame("OnUpdate");
}
protected void OnEnable()
{
Debuger.LogAtFrame("OnEnable");
}
protected void OnDisable()
{
Debuger.LogAtFrame("OnDisable");
}
protected void OnDestroy()
{
Debuger.LogAtFrame("OnDestroy");
}
}
这样的好处是让继承类严格按照格式进行初始化,也可以在组件创建的早期,手动进行立刻完整初始化。简单说就是遵循了设计模式:紧内聚、松耦合的开闭原则。
本文为博主原创文章,欢迎转载。请保留博主链接http://blog.csdn.net/andrewfan
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