Unity 3D模型展示框架篇之框架运用

本项目将整合之前Unity程序基础小框架专栏在Unity 3D模型展示项目基础上进行整合,并记录了集成过程中对原脚本的调整过程。增加了Asset Bundle+ILRuntime热更新技术流程。

效果展示

1.通过框架中的BasePanel.cs脚本进行UI事件的注册。
BasePanel.cs的脚本将寻找UI控件并完成事件的注册,使得注册事件变得异常简单。

       /// <summary>
        /// 找到子对象的对应控件
        /// </summary>
        /// <typeparam name="T"></typeparam>
        private void FindChildrenControl<T>() where T : UIBehaviour
        {
            T[] controls = this.GetComponentsInChildren<T>();
            for (int i = 0; i < controls.Length; ++i)
            {
                string objName = controls[i].gameObject.name;
                Debug.Log("面板获取:"+objName);
                if (controlDic.ContainsKey(objName))
                    controlDic[objName].Add(controls[i]);
                else
                    controlDic.Add(objName, new List<UIBehaviour>() { controls[i] });
                //如果是按钮控件
                if (controls[i] is Button)
                {
                    (controls[i] as Button).onClick.AddListener(() =>
                    {
                        OnClick(objName);
                    });
                }
                //如果是单选框或者多选框
                else if (controls[i] is Toggle)
                {
                    (controls[i] as Toggle).onValueChanged.AddListener((value) =>
                    {
                        OnValueChanged(objName, value);
                    });
                }
            }
        }

要实现自己的事件逻辑,只需要进行重写以下方法。

      /// <summary>
        /// 显示自己
        /// </summary>
        public virtual void ShowMe()
        {
        }
        /// <summary>
        /// 隐藏自己
        /// </summary>
        public virtual void HideMe()
        {
        }
        public virtual void OnClick(string btnName)
        {
        }
        protected virtual void OnValueChanged(string toggleName, bool value)
        {
        }

完整代码如下

 /// <summary>
    /// 面板基类 
    /// 帮助我门通过代码快速的找到所有的子控件
    /// 方便我们在子类中处理逻辑 
    /// 节约找控件的工作量
    /// </summary>
    public class BasePanel : MonoBehaviour
    {
        //通过里式转换原则 来存储所有的控件
        private Dictionary<string, List<UIBehaviour>> controlDic = new Dictionary<string, List<UIBehaviour>>();
        // Use this for initialization
        public virtual void Awake()
        {
            FindChildrenControl<Button>();
            FindChildrenControl<Image>();
            FindChildrenControl<Text>();
            FindChildrenControl<Toggle>();
            FindChildrenControl<Slider>();
            FindChildrenControl<ScrollRect>();
            FindChildrenControl<InputField>();
        }

        /// <summary>
        /// 显示自己
        /// </summary>
        public virtual void ShowMe()
        {
        }

        /// <summary>
        /// 隐藏自己
        /// </summary>
        public virtual void HideMe()
        {
        }

        public virtual void OnClick(string btnName)
        {
        }

        protected virtual void OnValueChanged(string toggleName, bool value)
        {
        }

        public static Transform FindTheChild(GameObject goParent, string childName)
        {
            Transform searchTrans = goParent.transform.Find(childName);
            if (searchTrans == null)
            {
                foreach (Transform trans in goParent.transform)
                {
                    searchTrans = FindTheChild(trans.gameObject, childName);
                    if (searchTrans != null)
                    {
                        return searchTrans;
                    }
                }
            }
            return searchTrans;
        }

        /// <summary>
        /// 得到对应名字的对应控件脚本
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="controlName"></param>
        /// <returns></returns>
        protected T GetControl<T>(string controlName) where T : UIBehaviour
        {
            if (controlDic.ContainsKey(controlName))
            {
                for (int i = 0; i < controlDic[controlName].Count; ++i)
                {
                    if (controlDic[controlName][i] is T)
                        Debug.Log(controlDic);
                        return controlDic[controlName][i] as T;
                }
            }

            return null;
        }

        /// <summary>
        /// 找到子对象的对应控件
        /// </summary>
        /// <typeparam name="T"></typeparam>
        private void FindChildrenControl<T>() where T : UIBehaviour
        {
            T[] controls = this.GetComponentsInChildren<T>();
            for (int i = 0; i < controls.Length; ++i)
            {
                string objName = controls[i].gameObject.name;
                Debug.Log("面板获取:"+objName);
                if (controlDic.ContainsKey(objName))
                    controlDic[objName].Add(controls[i]);
                else
                    controlDic.Add(objName, new List<UIBehaviour>() { controls[i] });
                //如果是按钮控件
                if (controls[i] is Button)
                {
                    (controls[i] as Button).onClick.AddListener(() =>
                    {
                        OnClick(objName);
                    });
                }
                //如果是单选框或者多选框
                else if (controls[i] is Toggle)
                {
                    (controls[i] as Toggle).onValueChanged.AddListener((value) =>
                    {
                        OnValueChanged(objName, value);
                    });
                }
            }
        }
    }

业务应用:将MainBaseUI.cs继承BasePanel.cs脚本,给按钮BtnCloseBtnResetBtnSet注册事件,按钮的命名一定要和脚本中的名称对应上,否则注册不上。
在这里插入图片描述
MainBaseUI.cs重写BasePanel.cs基类的OnClick事件

    public override void OnClick(string btnName)
    {
        if (btnName== "BtnClose")
        {
            Debug.Log("关闭");
        }
        else if (btnName == "BtnReset")
        {
            Debug.Log("重置");
        }
        else if (btnName == "BtnSet")
        {
            animator.SetBool("isout", !animator.GetBool("isout"));
        }
    }

ToggleUI注册事件设置标注隐藏显示

    public override void OnValueChanged(string toggleName, bool value)
    {
        if (toggleName == "MemoToggle")
        {
            SwitchOperation.Instance.hideInfo(value);
        }
   }

MainBaseUI.cs注册事件完整脚本代码

public class MainBaseUI : BasePanel
{
    public static MainBaseUI Instance;

    private Animator animator;
    public override void Awake()
    {
        Instance = this;
        base.Awake();
    }
    public void InitData() {
        Debug.Log("初始化信息!");
        animator = this.GetComponent<Animator>();

    }
    [FormerlySerializedAs("taskPrefabs")]
    [Tooltip("Prefab of the  object. Prefab must have a Info component. May be an empty game object or a full avatar.")]
    public GameObject taskPrefabs;
    public Transform taskParentTransform;
    // Start is called before the first frame update
    void Start()
    {
    }
    public override void OnClick(string btnName)
    {
        if (btnName== "BtnClose")
        {
            Debug.Log("关闭");
        }
        else if (btnName == "BtnReset")
        {
            Debug.Log("重置");
        }
        else if (btnName == "BtnSet")
        {
            animator.SetBool("isout", !animator.GetBool("isout"));
        }
    }
    public override void OnValueChanged(string toggleName, bool value)
    {
        if (toggleName == "MemoToggle")
        {
            SwitchOperation.Instance.hideInfo(value);
        }
   }

    // Update is called once per frame
    void Update()
    {
        
    }

}

2.通过框架中的ResMgr.cs脚本进行开关预制体初始化。
MyGameManager.cs脚本中将预制体的路径传入即可

ResMgr.GetInstance().Load<GameObject>("Prefabs/Switch");

由于现在是动态加载预制体,所以要控制一下出现的位置(parentObj)以及进行加载后预制体命名,完整代码如下
在这里插入图片描述

public class MyGameManager : MonoBehaviour
{
    public GameObject parentObj;
    // Start is called before the first frame update
    void Start()
    {
        var tempDD = ResMgr.GetInstance().Load<GameObject>("Prefabs/Switch");
        tempDD.transform.SetParent(parentObj.transform);
        tempDD.name = "Switch";
    }
}

下一篇将物体自由观察通过Cinemachine进行实现。

专栏:Unity 3D模型展示Unity程序基础小框架

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转载自blog.csdn.net/yxl219/article/details/125077211