标签:nothing names enum rac 继承 更新 blog 代码 led
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。
Unity编程标准导引-3.2 MonoBehavior 组件父类重构
标签:nothing names enum rac 继承 更新 blog 代码 led
原文地址:http://www.cnblogs.com/driftingclouds/p/6408375.html