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Unity常用命令模式 Unity常用命令模式详解

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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

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。

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:

在Commonds中,分别编写了用于移动,旋转,颜色,文字的脚本

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:

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();
  }
}

仅供参考,谢谢阅读。

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