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Unity編程標(biāo)準(zhǔn)導(dǎo)引-3.2 MonoBehavior 組件父類重構(gòu)
為了讓我們的組件類用起來更方便峰锁,我們將上一節(jié)的代碼進(jìn)行重構(gòu)。改寫成如下:
using UnityEngine;
using System.Collections;
namespace Assets.AndrewBox.Comp
{
/// <summary>
/// 初始化狀態(tài)
/// </summary>
public enum InitState
{
NothingInited,
FirstInited,
SecondInited
}
public abstract class BaseBehavior : AbstractBehavior
{
/// <summary>
/// 當(dāng)前的初始化狀態(tài)
/// </summary>
protected InitState m_initState = InitState.NothingInited;
//變換對象
public Transform m_transform;
/// <summary>
/// 在此完成第一階段的初始化
/// </summary>
protected override sealed void Awake()
{
m_transform = transform;
DoInit(InitState.FirstInited);
}
/// <summary>
/// 在此完成第二階段的初始化
/// </summary>
protected override sealed void Start()
{
DoInit(InitState.SecondInited);
}
/// <summary>
/// 執(zhí)行更新
/// </summary>
protected override sealed void Update()
{
if (m_initState != InitState.SecondInited)
{
return;
}
OnUpdate();
}
/// <summary>
/// 用于首次初始化宏所,完成外部需訪問的公共成員的初始化
/// </summary>
protected abstract void OnInitFirst();
/// <summary>
/// 用于二次初始化命咐,完成內(nèi)部私有成員的初始化
/// </summary>
protected abstract void OnInitSecond();
/// <summary>
/// 執(zhí)行更新
/// </summary>
protected abstract void OnUpdate();
/// <summary>
/// 用于外部主動(dòng)調(diào)用初始化
/// </summary>
/// <param name="targetState">初始化的目標(biāo)狀態(tài)</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()
{
}
}
}
接下來诈铛,原先的TestComponent類將變成如下形式:
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");
}
}
這樣的好處是讓繼承類嚴(yán)格按照格式進(jìn)行初始化乙各,也可以在組件創(chuàng)建的早期,手動(dòng)進(jìn)行立刻完整初始化幢竹。簡單說就是遵循了設(shè)計(jì)模式:緊內(nèi)聚耳峦、松耦合的開閉原則。
本文為博主原創(chuàng)文章焕毫,歡迎轉(zhuǎn)載蹲坷。請保留博主鏈接http://blog.csdn.net/andrewfan