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主要学习内容
TypeEventSystem
ActionKit
Timer类
1、TypeEventSystem-适用于一个条件触发,多个组件响应的情况
例如:动物园系统中,点击肉食动物按钮,动物园中有肉食属性的动物都进行显示。
步骤:
1、动物自身脚本上进行判断是否有肉食属性,有则注册事件
2、事件发送方:按钮点击,发送通知事件
3、事件接收方:动物,执行处理事件的操作
①单事件触发
代码学习
using System;
using System.Collections;
using System.Collections.Generic;
using QFramework;
using UnityEngine;// namespace QFramework.Example//在类的外面嵌套上命名空间
// {public class TypeEventSystemController : MonoBehaviour{//用结构体定义一个事件,适合一对多的情况,一触发,多响应public struct EventA{//参数public int Count;}//在start中监听事件void Start(){//注册并回调,简单写法TypeEventSystem.Global.Register<EventA>(e => //输入e点击Tab{Debug.Log(e.Count);}).UnRegisterWhenGameObjectDestroyed(gameObject);//注销,与当前的gameobject进行关联//传统事件机制的用法①②③//①TypeEventSystem.Global.Register<EventA>(onEventA);}//②//void onEventA(Event e)//{//}//③销毁//private void OnDestroy()//{// TypeEventSystem.Global.UnRegister<EventA>(onEventA);// }// Update is called once per framevoid Update(){//发送事件if (Input.GetMouseButtonDown(0)){//第一种写法:自动new一个A,但是无法传参//TypeEventSystem.Global.Send<EventA>();//第二种写法TypeEventSystem.Global.Send(new EventA(){Count = 10});}}}
// }
②多事件触发
using System.Collections;
using System.Collections.Generic;
using QFramework;
using SnakeGame;
using Unity.VisualScripting;
using UnityEngine;public class MutiEvent : MonoBehaviour//添加// IOnEvent<MutiEvent.IEventA>, // IOnEvent<MutiEvent.EventB>//报错可进行点击自动生成代码
{public interface IEventA//接口形式{public abstract void Function();}public struct EventB: IEventA{public void Function(){print("从管道B中流出");}}public struct EventC: IEventA{public void Function(){print("从管道C中流出");}}void Start(){TypeEventSystem.Global.Register<IEventA>(a => {Debug.Log(a.GetType().Name);}).UnRegisterWhenGameObjectDestroyed(gameObject); //输出名字}// Update is called once per framevoid Update(){if (Input.GetMouseButtonDown(0)){TypeEventSystem.Global.Send<IEventA>(new EventB());}if (Input.GetMouseButtonDown(1)){TypeEventSystem.Global.Send<IEventA>(new EventC());}}}
2、ActionKit
①单独使用时
1)延时功能
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using QFramework;public class ActionKitExample : MonoBehaviour
{void Start(){//调用延时功能DelayTime();}/// <summary>/// 实现延时功能/// </summary>void DelayTime(){print("开始时间 "+Time.time);ActionKit.Delay(1.0f, () =>{print("延迟时间:" + Time.time);}).Start(this);//底层使用的是MonoBehaviour中的东西,所以需要关联一下gameObject}}
运行结果:大约延迟1s

/// <summary>/// 序列和完成回调/// </summary>void SequenceAndCallBack(){print("序列开始:"+Time.time);ActionKit.Sequence().Callback(() => print("DelayStart延时开始:"+Time.time))//回调函数.Delay(1.0f)//延时一秒.Callback(()=>Debug.Log("Delay Finish延时结束:"+Time.time)).Start(this,_=>{print("Sequence Finish序列结束:"+Time.time);});}
运行结果:sequence从上到下执行

/// <summary>/// 帧延时/// </summary>void DelayFrameExample(){//延时一帧后回调print("帧延时开始帧率数"+Time.frameCount);ActionKit.DelayFrame(1, () =>{print("帧延时结束帧率数" + Time.frameCount);}).Start(this);//序列延时10帧后回调ActionKit.Sequence().DelayFrame(10).Callback(() => print("序列延时帧率数" + Time.frameCount)).Start(this);//下一帧做什么ActionKit.NextFrame(() => { }).Start(this);}
运行结果

/// <summary>/// 支持协程的方式/// </summary>void CoroutineExample(){//第一种:普通//ActionKit.Coroutine(() => SomeCoroutine()).Start(this);//ActionKit.Coroutine(SomeCoroutine).Start(this);//第二种:将协程转换为动作//SomeCoroutine().ToAction().Start(this);//第三种:序列的方式执行ActionKit.Sequence().Coroutine(()=>SomeCoroutine()).Callback(()=>print("结束"))//如果是多个:使用delegte.Start(this);}IEnumerator SomeCoroutine(){yield return new WaitForSeconds(1.0f);print("你好"+Time.time);}
运行结果:我感觉跟上面序列完成回调的Delay(1.0f)方法是一样的,且不如上面的简单,这个方法可以弃用了

2)条件执行
/// <summary>/// 条件执行(仅执行一次)/// </summary>void ConditionExample(){ActionKit.Sequence().Callback(() => print("条件发生之前")).Condition(() => Input.GetMouseButtonDown(0))//每帧调用后面的委托,直到委托返回为true,执行下一步.Callback(() => print("鼠标点击")).Start(this);}
运行结果:一直在等待条件的执行

/// <summary>/// 重复执行/// </summary>void RepeatExample(){print("点击五次鼠标右键,输出信息");ActionKit.Repeat(5)//改为关键字repeat.Condition(() => Input.GetMouseButtonDown(1))//每帧调用后面的委托,直到委托返回为true,执行下一步.Callback(() => print("鼠标点击")).Start(this, () =>{print("5次右键点击完成");});}
运行结果:条件重复5次后输出

/// <summary>/// 并行执行,同时执行动作,动作全部完成执行最后finish函数/// </summary>void ParallelExample(){print("并行开始");ActionKit.Parallel().Delay(1.0f, () => { print(Time.time); }).Delay(2.0f, () => { print(Time.time); }).Delay(3.0f, () => { print(Time.time); }).Start(this, () =>{print("并行结束" + Time.time);});}
运行结果

3)自定义动作执行
/// <summary>///自定义动作/// </summary>void CutomExample(){ActionKit.Custom(a =>{a.OnStart(() => { print("OnStart"); }).OnExecute(dt =>{print("OnExecute");if (Time.frameCount > 5){a.Finish();//注意这里是Finish}}).OnFinish(() => { print("OnFinish"); });}).Start(this);}
运行结果:事件开始,执行,结束

//传数据的自定义事件public class ActionData{public int FrameCount;//公有,其他函数可以访问}/// <summary>///自定义动作,含参数/// </summary>void CutomExampleWithParameter(){ActionKit.Custom<ActionData>(a =>//传一个自定义的数据类型{a.OnStart(() =>{a.Data = new ActionData(){FrameCount=0};print("OnStart");}).OnExecute(dt =>{print("OnExecute");a.Data.FrameCount++;if (a.Data.FrameCount > 5){a.Finish();//注意这里是Finish}}).OnFinish(() => { print("OnFinish"); });}).Start(this);}
运行结果:开始的时候定义参数值,执行时进行判断,符合条件结束

②与DoTween插件集成
集成步骤:

查找-双击-导入

代码
/// <summary>/// DoTween的集成,Dotween和ActionKit组合使用/// </summary>void DotweenExample(){ActionKit.Sequence().DOTween(() => transform.DOMoveX(5, 1)).Start(this);}
运行结果:挂在脚本的物体在一秒钟,x变为5

3、Timer计时器
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using QFramework;
using QFramework.TimeExtend;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using Timer = QFramework.TimeExtend.Timer;public class Test : MonoBehaviour
{private Timer timer1;private Timer timer2;public Text timeText;void Start(){ActionKit.Sequence().Callback(() => print("按下F1新建一个计时器")).Condition(() => Input.GetKey(KeyCode.F1)) .Callback(() => timer1 = Timer.AddTimer(10, "Timer1", false, true).OnUpdated(a =>{timeText.text = ((1 - a) * 10).ToString();}).OnCompleted(() => //十秒完成后{print("Timer1计时10秒结束");})).Condition(()=> Input.GetKey(KeyCode.D)).Callback(delegate{Timer.DelTimer("Timer1");print("删除-计时器1");}).Condition(()=> Input.GetKey(KeyCode.A)).Callback(delegate{if (!Timer.Exist(timer2)){timer2 = Timer.AddTimer(10, "Timer2", false, true).OnUpdated(a =>{timeText.text = (a*10).ToString();}).OnCompleted(()=>//十秒完成后{print("Timer2计时10秒结束");});print("新建-计时器2");}}) .Condition(() => Input.GetKey(KeyCode.S)) .Callback(delegate{if (Timer.Exist(timer2)){Timer.Pause(timer2);print("暂停-计时器2");}}) .Condition(() => Input.GetKey(KeyCode.F)) .Callback(delegate{if (Timer.Exist(timer2)){Timer.Resum(timer2);print("计时器恢复");}}) .Start(this);}}
}