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Unity-命令模式-UnDo

    在调用一些简单的方法实现一系列的动作时,回退的问题比较重要。作为一款用户体验良好的产品而言,有回退功能将显得比较人性化,想想如果我们常用的window,在删除一个文件后无法恢复将变得多么的糟糕。更为直观的例子是在玩一些小游戏时,比如象棋、推箱子,提供了悔棋的功能,用户有了更多选择的余地。

    本文主要将的将是在Unity中实现一个以常听说的命令模式为设计原理,实现一个可以撤销移动、旋转、颜色和文字信息的小Demo。

    命令模式,主要成员有提出要求的客户、设置命令的收集者、执行命令的接收者。客户要求很简单,点击按扭就要实现一项目具体的效果,设置命令的收集者无需要知道命令如何执行,只需要为执行者做好配制。用命令的执行者将执行一个方法,所有的命令者是继承于有这个方法的接口的类。

    抽象到程序代码中,这三类成员分别对应于界面上的用户,RemoteControl (这里是随便命名的),RemoteLoader

Unity-命令模式-UnDo

     先制作如上的界面,方便你比较直观的认识,其中左边两个是用于切换选择不同的命令。下面第一个按扭可以执行选中的命令,第二个按扭可以进行撤销操作。

   程序,UGUI面局如下,在Canvas下分别设置了执行者和配制者。

Unity-命令模式-UnDo

    制作好界面之后就可以来实现具体的脚本编辑了,分别创建好接口ICommand,配制脚本RemoteLoader和执行脚本RemoteControl,结构如下:

Unity-命令模式-UnDo

    在Commonds中,分别编写了用于移动,旋转,颜色,文字的脚本

Unity-命令模式-UnDo

这样一来,就可以实现一个可撤销的命令模式了,效果如下所示:

Unity-命令模式-UnDo

   其中用于保存undo方法和具体怎么undo都是使用Stack来实现的,下面分别是部分代码实现 :

一、接口

public interface ICommand

{

    void Execute();

    void UnDo();

}

二、执行器

public class RemoteControl : MonoBehaviour {

    public Button ctrlBtn;

    public Button undoBtn;

    public Text ctrlName;

    private ICommand icommand;

    public Stack<UnityAction> undoFunctions = new Stack<UnityAction>();

    void Awake(){

        ctrlBtn.onClick.AddListener(OnCtrlBtnClicked);

        undoBtn.onClick.AddListener(OnUnDoBtnClicked);

    }

    public void SetText(string textinfo)

    {

        ctrlName.text = textinfo;

    }

    public void SetCommond(ICommand icommand)

    {

        this.icommand = icommand;

    }

    /// <summary>

    /// 执行

    /// </summary>

    public void OnCtrlBtnClicked()

    {

        if (icommand != null)

        {

            icommand.Execute();

            undoFunctions.Push(icommand.UnDo);

        }

    }

    /// <summary>

    /// 撤销

    /// </summary>

    private void OnUnDoBtnClicked()

    {

        if (undoFunctions.Count > 0)

        {

            undoFunctions.Pop().Invoke();

        }

    }

}

三、配制加载器

public class RemoteLoader : MonoBehaviour

{

    public Button lastBtn;

    public Button nextBtn;

    private int index;

    private const int NUM_COMMAND = 10;

    private ICommand[] commands;

    private string[] textinfos;

    private MoveCommand movexCmd;

    private MoveCommand moveyCmd;

    private MoveCommand movezCmd;

    private RotateCommand rotxCmd;

    private RotateCommand rotyCmd;

    private RotateCommand rotzCmd;

    private ColorChangeCommand redColorCmd;

    private ColorChangeCommand greenColorCmd;

    private ColorChangeCommand blueColorCmd;

    private TextChangeCommand textCmd;

    private string[] infos = { "A","B", "C", "D", "E", "F" };

    public RemoteControl remoteCtrl;

    public GameObject cube;

    void Awake()

    {

        lastBtn.onClick.AddListener(OnLastBtnClicked);

        nextBtn.onClick.AddListener(OnNextBtnClicked);

    }

    void Start()

    {

        commands = new ICommand[NUM_COMMAND];

        textinfos = new string[NUM_COMMAND];

        textinfos[0] = "x方向移动";

        commands[0] = new MoveCommand(cube.transform, Vector3.right);

        textinfos[1] = "y方向移动";

        commands[1] = new MoveCommand(cube.transform, Vector3.up);

        textinfos[2] = "z方向移动";

        commands[2] = new MoveCommand(cube.transform, Vector3.forward);

        textinfos[3] = "x轴旋转10度";

        commands[3] = new RotateCommand(cube.transform, Vector3.right * 10);

        textinfos[4] = "y轴旋转10度";

        commands[4] = new RotateCommand(cube.transform, Vector3.up * 10);

        textinfos[5] = "z轴旋转10度";

        commands[5] = new RotateCommand(cube.transform, Vector3.forward * 10);

        textinfos[6] = "变红";

        commands[6] = new ColorChangeCommand(Color.red, cube.GetComponent<Renderer>().material);

        textinfos[7] = "变绿";

        commands[7] = new ColorChangeCommand(Color.green, cube.GetComponent<Renderer>().material);

        textinfos[8] = "变蓝";

        commands[8] = new ColorChangeCommand(Color.blue, cube.GetComponent<Renderer>().material);

        textinfos[9] = "换信息";

        commands[9] = new TextChangeCommand(cube.GetComponentInChildren<TextMesh>(), infos);

    }

    private void OnNextBtnClicked()

    {

        if (index == NUM_COMMAND || index == -1)

        {

            index = 0;

        }

        remoteCtrl.SetCommond(commands[index]);

        remoteCtrl.SetText(textinfos[index]);

        index++;

    }

    private void OnLastBtnClicked()

    {

        if (index == NUM_COMMAND || index == -1)

        {

            index = NUM_COMMAND - 1;

        }

        remoteCtrl.SetCommond(commands[index]);

        remoteCtrl.SetText(textinfos[index]);

        index--;

    }

}

四、颜色转换命令脚本

public class ColorChangeCommand : ICommand

{

    private Stack<Color> m_OriginColor = new Stack<Color>();

    private Color m_Color;

    private Material m_Material;

    public ColorChangeCommand(Color color, Material material)

    {

        m_Color = color;

        m_Material = material;

    }

    public void Execute()

    {

        m_OriginColor.Push(m_Material.color);

        m_Material.color = m_Color;

    }

    public void UnDo()

    {

        m_Material.color = m_OriginColor.Pop();

    }

}

五、移动命令脚本

public class MoveCommand : ICommand

{

    private Vector3 m_Offset;

    private Transform m_Object;

    public MoveCommand(Transform obj, Vector3 offset)

    {

        this.m_Object = obj;

        this.m_Offset = offset;

    }

    public void Execute()

    {

        m_Object.transform.position += m_Offset;

    }

    public void UnDo()

    {

        m_Object.transform.position -= m_Offset;

    }

}

六、转换命令脚本

public class RemoteControl : MonoBehaviour {

    public Button ctrlBtn;

    public Button undoBtn;

    public Text ctrlName;

    private ICommand icommand;

    public Stack<UnityAction> undoFunctions = new Stack<UnityAction>();

    void Awake(){

        ctrlBtn.onClick.AddListener(OnCtrlBtnClicked);

        undoBtn.onClick.AddListener(OnUnDoBtnClicked);

    }

    public void SetText(string textinfo)

    {

        ctrlName.text = textinfo;

    }

    public void SetCommond(ICommand icommand)

    {

        this.icommand = icommand;

    }

    /// <summary>

    /// 执行

    /// </summary>

    public void OnCtrlBtnClicked()

    {

        if (icommand != null)

        {

            icommand.Execute();

            undoFunctions.Push(icommand.UnDo);

        }

    }

    /// <summary>

    /// 撤销

    /// </summary>

    private void OnUnDoBtnClicked()

    {

        if (undoFunctions.Count > 0)

        {

            undoFunctions.Pop().Invoke();

        }

    }

}

七、文字加载脚本

public class TextChangeCommand : ICommand

{

    private Stack<string> lastInfos = new Stack<string>();

    private IEnumerator<string> datas;

    private TextMesh m_Textmesh;

    public TextChangeCommand(TextMesh textMesh,ICollection<string> texts)

    {

        datas = texts.GetEnumerator();

        m_Textmesh = textMesh;

    }

    public void Execute()

    {

        if (!datas.MoveNext())

        {

            datas.Reset();

            datas.MoveNext();

        }

        lastInfos.Push(m_Textmesh.text);

        m_Textmesh.text = datas.Current;

    }

    public void UnDo()

    {

        m_Textmesh.text = lastInfos.Pop();

    }

}

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