【Unity技巧】统一管理回调函数——观察者模式

时间:2022-11-25 08:56:09

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!