【Unity技巧】统一管理回调函数——观察者模式

这次的内容有点类似设计模式里的观察者模式。但是和常规意义上的观察者模式也不是完全一致,所以各位就不要咬文嚼字啦!咦?设计模式?!不懂!没关系,说不定你以前就用过。


开场白


我们来想象一个场景。在加载一个模型时,你需要从网上下载,但是你并不知道下载需要花费多少时间。你所知道的是,当下载完成后,就可以把模型放在特定位置上,开始游戏。那么,我们怎样才能判断下载完成呢?
一个简单的方法是,在每一帧的时候都判断下载是否完成,完成后就可以继续后面的工作。因此,我们可以这样做,我们告诉一个管理器,嗨,你帮我盯着点,看下载完了没有,完了就叫我一声,好让我执行XXX函数。我们今天要做的,就是构造这样一个管理器。


实现

注意,下面的代码依赖于之前所讲到的单例模式

我们不防把上面这样一件工作成为一个计数器——Timer(这个名字可能不太恰当),把需要被通知者成为观察者——Oberver,而像下载管理器这样的对象成为一个主题——Subject。

首先,我们来定义观察者和主题对象TimerObserverOrSubject.cs如下:
using UnityEngine;
using System.Collections;

public class TimerObserverOrSubject : MonoBehaviour {
	
	virtual protected void OnDestroy ()
    {
        if(Singleton.IsCreatedInstance("TimerController"))
        {
            (Singleton.getInstance("TimerController") as TimerController).ClearTimer(this);
        }
    }
}


TimerObserverOrSubject.cs的内容非常简单,它的工作就是在该脚本被析构时,及时地从计数器管理器里面删除涉及这个对象的所有Timer。

计数器管理器的脚本——TimerController.cs如下:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
public class TimerController : MonoBehaviour {
	
	public delegate void OnCallBack(object arg);
	public delegate bool OnIsCanDo(object arg);
	
	public class Timer {
		public TimerObserverOrSubject m_Observer;
		public OnCallBack m_Callback = null;
		public object m_Arg = null;
		
		public TimerObserverOrSubject m_Subject;
		public OnIsCanDo m_IsCanDoFunc = null; 
		public object m_ArgForIsCanDoFunc = null;
		
		public float m_PassTime = 0;
		
		public Timer(TimerObserverOrSubject observer, OnCallBack callback, object arg, 
			TimerObserverOrSubject subject, OnIsCanDo isCanDoFunc, object argForIsCanDo) {
			m_Observer = observer;
			m_Callback = callback;
			m_Arg = arg;
             
			m_Subject = subject;
			m_IsCanDoFunc = isCanDoFunc;
			m_ArgForIsCanDoFunc = argForIsCanDo;
			
			m_PassTime = 0;
                }
		
		public Timer(TimerObserverOrSubject observer, OnCallBack callback, object arg, float time) {
			m_Observer = observer;
			m_Callback = callback;
			m_Arg = arg;
			
			m_Subject = null;
			m_IsCanDoFunc = null;
			m_ArgForIsCanDoFunc = null;
			
			m_PassTime = time;
		}
        }
	private List<Timer> m_Timers = new List<Timer>();
	private List<Timer> m_NeedRemoveTimer = new List<Timer>();
	private List<Timer> m_CurRunTimer = new List<Timer>();
     
	/// <summary>
	/// Sets the timer.
	/// </summary>
	/// <param name='observer'>
	/// The TimerObserverOrSubject you need to listen
	/// </param>
	/// <param name='callback'>
	/// The callback when condition is true.
	/// </param>
	/// <param name='arg'>
	/// Argument of the callback.
	/// </param>
	/// <param name='observer'>
	/// The TimerObserverOrSubject you need to observe
	/// </param>
	/// <param name='isCanDoFunc'>
	/// The condition function, must return a boolean.
	/// </param>
	/// <param name='argForIsCanDo'>
	/// Argument for condition function.
	/// </param>
	public void SetTimer(TimerObserverOrSubject observer, OnCallBack callback ,object arg,
		TimerObserverOrSubject subject, OnIsCanDo isCanDoFunc,object argForIsCanDo) {
		if (observer == null || subject == null || callback == null || isCanDoFunc == null) return;
		
		if (isCanDoFunc(argForIsCanDo)) {
			callback(arg);
			return;
        }
		
		Timer timer = new Timer(observer, callback, arg, subject, isCanDoFunc, argForIsCanDo);     
		m_Timers.Add(timer);
	}
     
	/// <summary>
	/// Sets the timer.
	/// </summary>
	/// <param name='observer'>
	/// The TimerObserverOrSubject you need to listen
	/// </param>
	/// <param name='callback'>
	/// The callback when time is up.
	/// </param>
	/// <param name='arg'>
	/// Argument of the callback.
	/// </param>
	/// <param name='timepass'>
	/// Timepass before calling the callback.
	/// </param>
	public void SetTimer(TimerObserverOrSubject observer, OnCallBack callback , object arg, float timepass) {
		if (observer != null && callback != null) {           
			Timer timer = new Timer(observer, callback, arg, timepass);
			m_Timers.Add(timer);
		}
	}
     
	/// <summary>
	/// Clears all Timers of the observer.
	/// </summary>
	/// <param name='observer'>
	/// The TimerObserverOrSubject you need to clear
	/// </param>
	public void ClearTimer(TimerObserverOrSubject observer) {
		List<Timer> needRemovedTimers = new List<Timer>();
		
		foreach (Timer timer in m_Timers) {
			if (timer.m_Observer == observer || timer.m_Subject) {
				needRemovedTimers.Add(timer);
			}
		}
		
		foreach (Timer timer in needRemovedTimers) {
			m_Timers.Remove(timer);
		}
    }
     
        // Update is called once per frame
        void Update () 
	{
		InitialCurTimerDict();
		RunTimer();
		RemoveTimer();
        }
	
	private void InitialCurTimerDict() {
		m_CurRunTimer.Clear();
		
		foreach (Timer timer in m_Timers) {
			m_CurRunTimer.Add(timer);
		}
	}
	
	private void RunTimer() {
		m_NeedRemoveTimer.Clear();
		
		foreach (Timer timer in m_CurRunTimer) {        
			if (timer.m_IsCanDoFunc == null) {
				timer.m_PassTime =  timer.m_PassTime - Time.deltaTime;
				if (timer.m_PassTime < 0) {
					timer.m_Callback(timer.m_Arg);
					m_NeedRemoveTimer.Add(timer);
        	    }
			} else {
				if (timer.m_IsCanDoFunc(timer.m_ArgForIsCanDoFunc)) {
					timer.m_Callback(timer.m_Arg);
					m_NeedRemoveTimer.Add(timer);
				}
			}   
		}
	}
	
	private void RemoveTimer() {
		foreach (Timer timer in m_NeedRemoveTimer) {
			if (m_Timers.Contains(timer)) {
				m_Timers.Remove(timer);
			}
		}
	}

}

首先,它定义了回调函数的类型:
	public delegate void OnCallBack(object arg);
	public delegate bool OnIsCanDo(object arg);

关于C#的委托机制,如果有童鞋不了解,请详见官方文档。简单来说,委托类似一个函数指针,常被用于回调函数。

然后,定义了一个数据类型Timer用于保存一个计数器的各个信息。

接下来,就是TimerController的两个重要的SetTimer函数。我们先看第一个SetTimer函数:
	/// <summary>
	/// Sets the timer.
	/// </summary>
	/// <param name='observer'>
	/// The observer to observe the subject
	/// </param>
	/// <param name='callback'>
	/// The callback when condition is true.
	/// </param>
	/// <param name='arg'>
	/// Argument of the callback.
	/// </param>
	/// <param name='subject'>
	/// The subject you need to observe
	/// </param>
	/// <param name='isCanDoFunc'>
	/// The condition function, must return a boolean.
	/// </param>
	/// <param name='argForIsCanDo'>
	/// Argument for condition function.
	/// </param>
	public void SetTimer(TimerObserverOrSubject observer, OnCallBack callback ,object arg,
		TimerObserverOrSubject subject, OnIsCanDo isCanDoFunc,object argForIsCanDo) {
		if (observer == null || subject == null || callback == null || isCanDoFunc == null) return;
		
		if (isCanDoFunc(argForIsCanDo)) {
			callback(arg);
			return;
        }
		
		Timer timer = new Timer(observer, callback, arg, subject, isCanDoFunc, argForIsCanDo);     
		m_Timers.Add(timer);
	}


根据函数说明可以看出,它负责建立一个计数器,当subject的isCanDoFunc(argForIsCanDo)函数返回true时,通知observer,执行observer的callback(arg)函数。

第二个SetTimer函数更简单:
	/// <summary>
	/// Sets the timer.
	/// </summary>
	/// <param name='observer'>
	/// The observer to observe the subject
	/// </param>
	/// <param name='callback'>
	/// The callback when time is up.
	/// </param>
	/// <param name='arg'>
	/// Argument of the callback.
	/// </param>
	/// <param name='timepass'>
	/// Timepass before calling the callback.
	/// </param>
	public void SetTimer(TimerObserverOrSubject observer, OnCallBack callback , object arg, float timepass) {
		if (observer != null && callback != null) {           
			Timer timer = new Timer(observer, callback, arg, timepass);
			m_Timers.Add(timer);
		}
	}

它负责建立一个计数器,在timepass的时间后,通知observer,执行observer的callback(arg)函数。

Update()函数里面负责检查所有Timer是否可以触发以及是否需要删除。


例子



在这个例子里,我们需要在程序开始运行5秒后,打印一些信息。当然这个的实现有很多方法,这里我们使用今天实现的TimerController来实现。

TimerSample.cs的内容如下:
using UnityEngine;
using System.Collections;

public class TimerSample : TimerObserverOrSubject {
	
	private TimerController m_TimerCtr = null;
	
	private bool m_IsCanDisplay = false;
	
	private string m_DisplayContent = "Hello, candycat!";
	
	// Use this for initialization
	void Start () {
		m_TimerCtr = Singleton.getInstance("TimerController") as TimerController;
		
		//m_TimerCtr.SetTimer(this, Display, m_DisplayContent, 5);
		
		m_TimerCtr.SetTimer(this, Display, null, this, IsCanDisplay, null);
		
		StartCoroutine(DelayDisplay());
	}
	
	void Display(object arg) {
		if (arg == null) {
			Debug.Log(m_DisplayContent);
		} else {
			string content = arg as string;
		
			Debug.Log(content);
		}
	}
	
	bool IsCanDisplay(object arg) {
		return m_IsCanDisplay;
	}
	
	IEnumerator DelayDisplay() {
		yield return new WaitForSeconds(5.0f);
		
		m_IsCanDisplay = true;
	}
	
	// Update is called once per frame
	void Update () {
	
	}
}

首先,它向TimerController请求注册了一个计时器。这里,它的条件是IsCanDisplay函数,它返回bool值m_IsCanDisplay。而这个值将会在5秒后,通过协同函数DelayDisplay来由false置为true。当其为true时,TimerController就将通知TimerSample调用Display函数。

我们将第16行代码注释解开,并将18-20行代码注释掉,则可以达到相同的效果。


结束语


C#的委托机制还是非常常用的,使用Unity的童鞋最好还是了解一下。关于TimerController的执行效率,由于它是每一帧都要去判断所有的condition函数,所以应当让condition函数中的逻辑尽可能简单。

好了,这次就到这里,如果有更好的想法,或者这里的代码有什么问题,都非常欢迎指正。谢谢阅读!

posted on 2013-09-04 17:31  王大王  阅读(340)  评论(0编辑  收藏  举报

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