1. 程式人生 > >Unity 遊戲框架搭建 2019 (二十六) 第一輪整理完結

Unity 遊戲框架搭建 2019 (二十六) 第一輪整理完結

昨天呢我們把第八個示例整理完了。整理之後學習了類的第一作用:方法的集合,還有 Obselete 這個 API。並且在進行整理的時候貫徹了我們新的約定和規則:先確保功能有效,再去做變更和刪除。

今天我們在往下接著整理第九個示例

第九個示例

using UnityEngine;

#if UNITY_EDITOR
using UnityEditor;
#endif

namespace QFramework
{
	public class ResolutionCheck
	{
#if UNITY_EDITOR
		[MenuItem("QFramework/9.螢幕寬高比判斷")]
#endif
		private static void MenuClicked()
		{
			Debug.Log(IsPadResolution() ? "是 Pad 解析度" : "不是 Pad 解析度");
			Debug.Log(IsPhoneResolution() ? "是 Phone 解析度" : "不是 Phone 解析度");
			Debug.Log(IsiPhoneXResolution() ? "是 iPhone X 解析度" : "不是 iPhone X 解析度");
		}

		/// <summary>
		/// 獲取螢幕寬高比
		/// </summary>
		/// <returns></returns>
		public static float GetAspectRatio()
		{
			return Screen.width > Screen.height ? (float) Screen.width / Screen.height : (float) Screen.height / Screen.width;
		}

		/// <summary>
		/// 是否是 Pad 解析度 4 : 3 
		/// </summary>
		/// <returns></returns>
		public static bool IsPadResolution()
		{
			var aspect = GetAspectRatio();
			return aspect > 4.0f / 3 - 0.05 && aspect < 4.0f / 3 + 0.05;
		}
		
		/// <summary>
		/// 是否是手機解析度 16:9
		/// </summary>
		/// <returns></returns>
		public static bool IsPhoneResolution()
		{
			var aspect = GetAspectRatio();
			return aspect > 16.0f / 9 - 0.05 && aspect < 16.0f / 9 + 0.05;
		}
		
		/// <summary>
		/// 是否是iPhone X 解析度 2436:1125
		/// </summary>
		/// <returns></returns>
		public static bool IsiPhoneXResolution()
		{
			var aspect = GetAspectRatio();
			return aspect > 2436.0f / 1125 - 0.05 && aspect < 2436.0f / 1125 + 0.05;
		}
	}
}

我們先看些類的名字,ResolutionCheck,這個沒有太大的問題。所以這個示例就留著。

第十個示例

#if UNITY_EDITOR
using UnityEditor;
#endif

using UnityEngine;

namespace QFramework
{
	public class TransformLocalPosImprovements
	{
#if UNITY_EDITOR
		[MenuItem("QFramework/10.Transform 賦值優化")]
#endif
		private static void GenerateUnityPackageName()
		{
			var transform = new GameObject("transform").transform;

			SetLocalPosX(transform, 5.0f);
			SetLocalPosY(transform, 5.0f);
			SetLocalPosZ(transform, 5.0f);
		}

		public static void SetLocalPosX(Transform transform, float x)
		{
			var localPos = transform.localPosition;
			localPos.x = x;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosY(Transform transform, float y)
		{
			var localPos = transform.localPosition;
			localPos.y = y;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosZ(Transform transform, float z)
		{
			var localPos = transform.localPosition;
			localPos.z = z;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosXY(Transform transform, float x, float y)
		{
			var localPos = transform.localPosition;
			localPos.x = x;
			localPos.y = y;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosXZ(Transform transform, float x, float z)
		{
			var localPos = transform.localPosition;
			localPos.x = x;
			localPos.z = z;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosYZ(Transform transform, float y, float z)
		{
			var localPos = transform.localPosition;
			localPos.y = y;
			localPos.z = z;
			transform.localPosition = localPos;
		}
	}
}

同樣也是沒啥太大的問題,也留著。

第十一個示例

#if UNITY_EDITOR
using UnityEditor;
#endif

using UnityEngine;

namespace QFramework
{
	public class TransformIdentity : MonoBehaviour
	{
		
#if UNITY_EDITOR
		[MenuItem("QFramework/11.Transform 歸一化")]
#endif
		private static void MenuClicked()
		{
			var transform = new GameObject("transform").transform;

			Identity(transform);
		}

		/// <summary>
		/// 重置操作
		/// </summary>
		/// <param name="trans">Trans.</param>
		public static void Identity(Transform trans)
		{
			trans.localPosition = Vector3.zero;
			trans.localScale = Vector3.one;
			trans.localRotation = Quaternion.identity;
		}
	}
}

類的名字沒有問題,但是到這裡筆者發現這個類裡的方法是可以和 第十個示例: TransformLocalPosImprovements 放在一個類裡的,因為都是對 Transform API 的簡化。
類名字可以叫 TransformSimplify。

類的定義如下:

	public class TransformSimplify
	{
		/// <summary>
		/// 重置操作
		/// </summary>
		/// <param name="trans">Trans.</param>
		public static void Identity(Transform trans)
		{
			trans.localPosition = Vector3.zero;
			trans.localScale = Vector3.one;
			trans.localRotation = Quaternion.identity;
		}
		
		public static void SetLocalPosX(Transform transform, float x)
		{
			var localPos = transform.localPosition;
			localPos.x = x;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosY(Transform transform, float y)
		{
			var localPos = transform.localPosition;
			localPos.y = y;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosZ(Transform transform, float z)
		{
			var localPos = transform.localPosition;
			localPos.z = z;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosXY(Transform transform, float x, float y)
		{
			var localPos = transform.localPosition;
			localPos.x = x;
			localPos.y = y;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosXZ(Transform transform, float x, float z)
		{
			var localPos = transform.localPosition;
			localPos.x = x;
			localPos.z = z;
			transform.localPosition = localPos;
		}
		
		public static void SetLocalPosYZ(Transform transform, float y, float z)
		{
			var localPos = transform.localPosition;
			localPos.y = y;
			localPos.z = z;
			transform.localPosition = localPos;
		}
	}

很簡單,就是把上一個示例與這個示例的方法都複製到了這裡,類的定義位置在 TransformIdentity 的上方。

接下來,我們要把原來的實現方法做中轉,再加上 Obselete 屬性。這步就不展示了,內容與上一篇文章一致,

第十二個示例

#if UNITY_EDITOR
using UnityEditor;
#endif

using UnityEngine;

namespace QFramework
{
	public class PercentFunction : MonoBehaviour
	{
#if UNITY_EDITOR
		[MenuItem("QFramework/12.概率函式")]
#endif
		private static void MenuClicked()
		{
			Debug.Log(Percent(50));
		}
		
		/// <summary>
		/// 輸入百分比返回是否命中概率
		/// </summary>
		public static bool Percent(int percent)
		{
			return Random.Range (0, 100) <= percent;
		}
	}
}

這個程式碼的類名就有點問題了,叫做 PercentFunction,Percent 呢,是數學計算,所以我們把這個方法歸到 MathUtil 這個類裡。

程式碼如下:

using System;

#if UNITY_EDITOR
using UnityEditor;
#endif

using UnityEngine;
using Random = UnityEngine.Random;

namespace QFramework
{
	public class MathUtil
	{
		/// <summary>
		/// 輸入百分比返回是否命中概率
		/// </summary>
		public static bool Percent(int percent)
		{
			return Random.Range (0, 100) <= percent;
		}
	}
	public class PercentFunction : MonoBehaviour
	{
#if UNITY_EDITOR
		[MenuItem("QFramework/12.概率函式")]
#endif
		private static void MenuClicked()
		{
			Debug.Log(MathUtil.Percent(50));
		}
		
		/// <summary>
		/// 輸入百分比返回是否命中概率
		/// </summary>
		[Obsolete("方法已棄用,請使用 MathUtil.Percent")]
		public static bool Percent(int percent)
		{
			return MathUtil.Percent(percent);
		}
	}
}

第十三個示例

#if UNITY_EDITOR
using UnityEditor;
#endif
 
using UnityEngine;

namespace QFramework
{
    public class GameObejctActiveImprovements
    {
#if UNITY_EDITOR
        [MenuItem("QFramework/13.GameObejct 的顯示、隱藏簡化")]
#endif
        private static void MenuClicked()
        {
            var gameObject = new GameObject();

            Hide(gameObject);
        }

        public static void Show(GameObject gameObj)
        {
            gameObj.SetActive(true);
        }

        public static void Hide(GameObject gameObj)
        {
            gameObj.SetActive(false);
        }
    }
}

與 TransformSimplify 一樣,我們也定義一個 GameObjectSimplify。

整理後代碼如下:

#if UNITY_EDITOR
using UnityEditor;
#endif
 
using UnityEngine;

namespace QFramework
{
    public class GameObjectSimplify
    {
        public static void Show(GameObject gameObj)
        {
            gameObj.SetActive(true);
        }

        public static void Hide(GameObject gameObj)
        {
            gameObj.SetActive(false);
        }
    }
    
    public class GameObejctActiveImprovements
    {
#if UNITY_EDITOR
        [MenuItem("QFramework/13.GameObejct 的顯示、隱藏簡化")]
#endif
        private static void MenuClicked()
        {
            var gameObject = new GameObject();

            GameObjectSimplify.Hide(gameObject);
        }

        [Obsolete("方法已啟用,請使用 GameObjectSimplify.Show")]
        public static void Show(GameObject gameObj)
        {
            GameObjectSimplify.Show(gameObj);
        }

        [Obsolete("方法已啟用,請使用 GameObjectSimplify.Hide")]
        public static void Hide(GameObject gameObj)
        {
            GameObjectSimplify.Hide(gameObj);
        }
    }
}

到此呢,我們十三個示例都做了一輪整理。整理之後又要回頭去解決一些整理過程中發現的問題。這部分內容我們在下一篇開始解決。

今天的內容就這些,拜拜~

轉載請註明地址:涼鞋的筆記:liangxiegame.com

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