How Unity builds a commercial framework

As an engine widely used in game development, Unity's position in the game industry is becoming more and more important. In commercial game development, in order to improve development efficiency and game quality, it is often necessary to build its own framework. This article will introduce how to use Unity to build a commercial framework, and give a complete code implementation.

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1. Framework Design Ideas

When designing a commercial framework, the following aspects need to be considered:

  1. Game Architecture

Game architecture refers to the overall design idea of ​​the game, including game logic, scene management, resource management, etc. In the commercial framework, it is necessary to consider the commonality and differences between different games, and try to achieve versatility and scalability.

  1. modular design

Modular design refers to dividing the game into different functional modules, and each module can be independently developed and tested to facilitate maintenance and upgrades. In a commercial framework, it is necessary to consider the dependencies between modules and interface design, and try to achieve low coupling and high cohesion.

  1. code reuse

Code reuse refers to encapsulating existing code into reusable components for easy reuse in different games. In a commercial framework, it is necessary to consider the versatility and configurability of the code, and try to be as flexible and easy to use as possible.

2. Implementation of the framework

In Unity, the commercial framework can be implemented using the C# language. The implementation steps of the commercial framework will be introduced below.

  1. Game Architecture

In terms of game architecture, the game can be divided into three levels: scene layer, logic layer and data layer. The scene layer is responsible for managing the loading and unloading of scenes, the logic layer is responsible for processing game logic and event processing, and the data layer is responsible for managing game data and resources.

The code is implemented as follows:

public class SceneManager {
    public void LoadScene(string name) {
        // 加载场景
    }
    
    public void UnloadScene(string name) {
        // 卸载场景
    }
}

public class LogicManager {
    public void Update() {
        // 处理游戏逻辑和事件处理
    }
}

public class DataManager {
    public void LoadData(string name) {
        // 加载数据和资源
    }
    
    public void UnloadData(string name) {
        // 卸载数据和资源
    }
}

  1. modular design

In terms of modular design, the game can be divided into different functional modules, such as UI module, network module, sound effect module, etc. Each module can be independently developed and tested for easy maintenance and upgrades. Modules communicate through interfaces.

The code is implemented as follows:

public interface IModule {
    void Init();
    void Update();
    void Release();
}

public class UIManager : IModule {
    public void Init() {
        // 初始化UI模块
    }
    
    public void Update() {
        // 更新UI模块
    }
    
    public void Release() {
        // 释放UI模块
    }
}

public class NetworkManager : IModule {
    public void Init() {
        // 初始化网络模块
    }
    
    public void Update() {
        // 更新网络模块
    }
    
    public void Release() {
        // 释放网络模块
    }
}

  1. code reuse

In terms of code reuse, existing code can be encapsulated into reusable components, such as object pools, event systems, state machines, etc. These components can be reused in different games, improving development efficiency and code quality.

The code is implemented as follows:

public class ObjectPool<T> {
    private Stack<T> pool = new Stack<T>();
    
    public void Add(T obj) {
        pool.Push(obj);
    }
    
    public T Get() {
        if (pool.Count > 0) {
            return pool.Pop();
        } else {
            return Activator.CreateInstance<T>();
        }
    }
}

public class EventSystem {
    private Dictionary<string, List<Action<object>>> events = new Dictionary<string, List<Action<object>>>();
    
    public void AddListener(string name, Action<object> callback) {
        if (!events.ContainsKey(name)) {
            events[name] = new List<Action<object>>();
        }
        events[name].Add(callback);
    }
    
    public void RemoveListener(string name, Action<object> callback) {
        if (events.ContainsKey(name)) {
            events[name].Remove(callback);
        }
    }
    
    public void Trigger(string name, object data) {
        if (events.ContainsKey(name)) {
            foreach (var callback in events[name]) {
                callback(data);
            }
        }
    }
}

public class StateMachine<T> {
    private Dictionary<T, Dictionary<T, Action>> transitions = new Dictionary<T, Dictionary<T, Action>>();
    private T currentState;
    
    public void AddTransition(T from, T to, Action action) {
        if (!transitions.ContainsKey(from)) {
            transitions[from] = new Dictionary<T, Action>();
        }
        transitions[from][to] = action;
    }
    
    public void SetState(T state) {
        if (transitions.ContainsKey(currentState) && transitions[currentState].ContainsKey(state)) {
            transitions[currentState][state]();
        }
        currentState = state;
    }
}

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Origin blog.csdn.net/voidinit/article/details/130557478