【UnityRPG游戏制作】Unity_RPG项目_PureMVC框架应用

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前言

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3PureMVC框架面板系统


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SetPanel

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能:  设置面板视图
//-------创建者:         -------
//------------------------------

public class SetView : BasePanel
{
    public Button stayBtu;     //继续游戏按钮
    public Slider soundSlider; //音量滑动条    
      
}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//-------------------------------
//-------功能: 设置面板视图中介
//-------创建者:         -------
//------------------------------

public class SetViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "SetViewMediator";

    /// <summary>
    /// 构造函数
    /// </summary>
    public SetViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 重写监听感兴趣的通知的方法
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {
        
        };
    }

    /// <summary>
    /// 面板中组件设置(监听相关)
    /// </summary>
    /// <param name="stateView"></param>
    public void setView(SetView seteView)
    {
        ViewComponent = seteView;
        seteView.stayBtu.onClick.AddListener(() =>
        {
            SendNotification(PureNotification.HIDE_PANEL, "SetPanel");
        });
        //音乐滑动条
        seteView.soundSlider.onValueChanged.AddListener((vlaue) => 
        {
            PlayerContorller.GetInstance().audioClip.volume = vlaue;
        });

    }

    /// <summary>
    /// 玩家受伤逻辑
    /// </summary>
    public void Hurt()
    {

    }

    /// <summary>
    /// 重写处理通知的方法,处理通知,前提是完成通知的监听
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {

    }


 }

GamePanel

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能:  游戏面板视图
//-------创建者:         -------
//------------------------------

public class GameView : BasePanel
{
    public Slider audioSliderVuale;  //音量滑动条
    public Button startBtu;    //开始按钮
    public Button tipBtu;      //游戏说明按钮

}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

//-------------------------------
//-------功能:  游戏面板视图中介
//-------创建者:         -------
//------------------------------

public class GameViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "GameViewMediator";

    /// <summary>
    /// 构造函数
    /// </summary>
    public GameViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 重写监听通知的方法,返回需要的监听(通知)
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {
         //PureNotification.UPDATA_ROLE_INFO,
         //PureNotification.UPDATA_STATE_INFO
        };
    }

    /// <summary>
    /// 面板中组件设置(监听相关)
    /// </summary>
    /// <param name="gameView"></param>
    public void SetView(GameView   gameView)
    {
        Debug.Log(gameView+"执行SetView");
        ViewComponent = gameView;
        //开始按钮逻辑监听
        gameView.startBtu.onClick.AddListener(()=>
        {
            Time.timeScale = 1;//取消游戏暂停
            SendNotification(PureNotification.HIDE_PANEL, "GamePanel");
            SendNotification(PureNotification.SHOW_PANEL, "StatePanel");
        });
        gameView.tipBtu .onClick.AddListener(() =>
        {
            SendNotification(PureNotification.SHOW_PANEL , "StartTipPanel");
        });

        //音乐滑动条
        gameView.audioSliderVuale .onValueChanged.AddListener((vlaue) =>
        {
            PlayerContorller.GetInstance().audioClip.volume = vlaue;
        });
    }

    /// <summary>
    /// 重写处理通知的方法,处理通知
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {
            //case PureNotification.UPDATA_STATE_INFO:
            //    (ViewComponent as StateView).UpdateView(notification.Body as PlayerDataObj);
            //    break;
        }
    }
}

statePanel

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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能:  状态面板视图
//-------创建者:         -------
//------------------------------


public class StateView : BasePanel 
{
    //1.找控件
    public TextMeshProUGUI levelText;     //等级    
    public TextMeshProUGUI bloodValue;    //当前血量   
    public TextMeshProUGUI attackVaule;   //攻击力值   
    public float  blood ,maxBlood, attack;    
    public Slider hpSlider;    //玩家血条   
    public Slider expSlider;   //经验血条   
    public Slider bossSlider;  //Boss血条   
    public Button roleBtu;     //角色按钮   
    public Button backpackBtu; //背包按钮  
    public Image  weaponSprite;//当前武器  
    public Text damon;     //当前钻石的数量

/// <summary>
    /// 2.更新面板视图View的显示数据
    /// </summary>
    public void UpdateView(PlayerDataObj data)   //此处选择的是MVC的思想,在这里些许有些耦合
    {
        Debug.Log("来更新了");
        if(data != null)
        {
            blood = data.blood;
            attack = data.attack;
            maxBlood = data.maxBlood;   
            levelText.text = Convert.ToString(data.level);
            bloodValue.text = Convert.ToString(data.blood); 
            attackVaule.text = Convert.ToString(data.attack); 
            bossSlider.value = data.blood / data.maxBlood;
            weaponSprite.sprite = data.nowItem ;
            damon.text = Convert.ToString(PlayerContorller.GetInstance().damonNum ); 
        }
        else
        {
            Debug.Log("date为空");
        }
    }


    /// <summary>
    /// 增加钻石
    /// </summary>
    public void UpdateDamon()
    {
        damon.text = PlayerContorller .GetInstance().damonNum .ToString ();
    }



}

using PureMVC.Core;
using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能:  状态面板视图中介
//-------创建者:         
//------------------------------


/// <summary>
/// 状态面板视图中介
/// 固定:
/// 1.继承PureMVC的Mediator脚本
/// 2.写构造函数
/// 3.重写监听通知的方法
/// 4.重写处理通知的方法
/// 5.可选:重写注册时的方法
/// </summary>
public class StateViewMediator : Mediator
{   
    //铭牌名
    public static string NAME = "StateViewMediator";

    /// <summary>
    /// 构造函数
    /// </summary>
    public StateViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 重写监听感兴趣的通知的方法
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {
         PureNotification.UPDATA_STATE_INFO,
         PureNotification.PLAYER_INJURY ,
         PureNotification.LEVEL_UP ,
         PureNotification.UPDATA_WEAPON_INFO2,
         PureNotification .UPDATA_EXP,
         PureNotification.UPDATA_DAMON
        };
    }

    /// <summary>
    /// 面板中组件设置(监听相关)
    /// </summary>
    /// <param name="stateView"></param>
    public void setView(StateView stateView)
    {
        ViewComponent = stateView;
        stateView.roleBtu.onClick.AddListener(()=>
        {
            //SendNotification(PureNotification.HIDE_PANEL, "StatePanel");
            SendNotification(PureNotification.SHOW_PANEL, "RolePanel");
        });
        stateView.backpackBtu.onClick.AddListener(() =>
        {
            //SendNotification(PureNotification.HIDE_PANEL, "StatePanel");
            SendNotification(PureNotification.SHOW_PANEL, "BackpackPanel");
        });   
    }
       
    /// <summary>
    /// 玩家受伤逻辑
    /// </summary>
    public void Hurt()
    {

    }

    /// <summary>
    /// 重写处理通知的方法,处理通知,前提是完成通知的监听
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {
            case PureNotification.UPDATA_STATE_INFO: //状态更新的处理逻辑
                       
                    (ViewComponent as StateView).UpdateView(notification.Body as PlayerDataObj);
                
                break;
            case PureNotification.PLAYER_INJURY : //玩家受伤命令的处理逻辑

                if (ViewComponent != null)
                {
                    StateView stateView = ViewComponent as StateView;
                    int blood = Convert.ToInt32(notification.Body);
                    stateView.blood -= blood ;
                    stateView.blood = stateView.blood > stateView.maxBlood ? stateView.maxBlood : stateView.blood; //防止血条溢出
                    float off = stateView.blood / stateView.maxBlood;
                    stateView.hpSlider.value = off; //改变血条
                    if(off <= 0)//如果血条变成0或者小于0,则玩家死亡
                    {
                        PlayerContorller.GetInstance().isDied = true;
                        PlayerContorller.GetInstance().DiedEvent();//开启死亡
                    }
                }
                break;    
            case PureNotification.UPDATA_WEAPON_INFO2 :  //玩家武器信息更新的处理逻辑
                if (ViewComponent != null)
                {
                    StateView stateView = ViewComponent as StateView;
                    stateView.weaponSprite.sprite   = notification .Body as Sprite  ;
                    stateView.weaponSprite.enabled = true;
                }
                break;
            case PureNotification.UPDATA_EXP ://玩家经验信息更新的处理逻辑
                if (ViewComponent != null)
                {
                    StateView stateView = ViewComponent as StateView;
                    int exp = Convert.ToInt32(notification.Body);
                    float off = exp / 100f;
                    Debug.Log("来了"+off);
                    stateView.expSlider .value = off; //改变经验条
                    if(off >= 1 )  //经验条满
                    {
                        stateView.blood = stateView.maxBlood;
                        if (!Facade.HasProxy (PlayerProxy.NAME))  //首先判断是否有该中介,没有就new一个
                        {
                            Facade.RegisterProxy(new PlayerProxy()); //注册该视图中介
                        }
                        //获取视图对应的代理
                        PlayerProxy bm = Facade.RetrieveProxy(PlayerProxy.NAME) as PlayerProxy;
                        bm.LevUp();  //数据升级的方法
                        stateView.UpdateView(bm.Data as PlayerDataObj); //升级数据
                        stateView.expSlider.value = 0;
                        PlayerContorller.GetInstance().exp = 0; //经验条归位
                    }
                }
                break;
            case PureNotification.UPDATA_DAMON:
                {
                    if (ViewComponent != null)
                    {
                        StateView stateView = ViewComponent as StateView;
                        stateView.UpdateDamon(); //执行增加钻石的方法
                    }
                    break;
                }
        }
    }

}

backPackPanel

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能: 背包系统视图
//-------创建者:         
//------------------------------

public class BackpackView : BasePanel
{
    public Button back; //退出按钮
    public GridLayoutGroup grid; 
                                 

    /// <summary>
    /// 更新背包中的内容
    /// </summary>
    /// <param name="itemBtu"></param>
    public void AddItem(Button itemBtu)
    {
        try
        {
            Destroy(itemBtu.transform.GetComponent<ShopItem>());   //移除该商品的脚本
            itemBtu.transform.AddComponent<PropItem>(); //重新添加脚本

        }
        catch { }


        //将传入的按钮设置为布局下面的子物体
        itemBtu.transform.SetParent (grid.gameObject.transform );
        itemBtu.transform.localScale = Vector3.one ;//初始化商品道具大小

    }

}





RolePanel

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能:  角色面板视图
//-------创建者:         -------
//------------------------------

public class RoleView : BasePanel
{
    //1.找控件
    public Button back;        //退出
    public Text levelText;     //等级
    public Text maxBlood;      //最大血量
    public Text attackVaule;   //攻击力值
    public Text defenceVaule;  //防御力值
    public Text CriticalVaule; //暴击率
    public Image[] item; //武器栏图
    public GameObject[] role;  //显示角色选择

    /// <summary>
    /// 2.更新面板视图View的显示数据
    /// </summary>
    public void UpdateView(PlayerDataObj data)   //此处选择的是MVC的思想,在这里些许有些耦合
    {
      
        if (data != null)
        {
            levelText.text = data.level.ToString();
            maxBlood.text  = data.maxBlood.ToString();
            attackVaule.text   = data.attack.ToString();
            defenceVaule.text  = data.denfence.ToString();
            CriticalVaule.text = data.strike.ToString();
           
          
        }
        else
        {
            Debug.Log("角色面板无法更新");
        }
      
    }

    /// <summary>
    /// 更新武器栏中的图片
    /// </summary>
    /// <param name="item"></param>
    public void UpdateWeaponItem(PlayerDataObj data)
    {
        Debug.Log("更新武器");
        if (data.index < 3 && PlayerContorller.GetInstance().curWeaponNum >0)
        {
            this.item[data.index].enabled = true;
            this.item[data.index++].sprite = data.nowItem;
        }      
    }
}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//-------------------------------
//-------功能:  角色面板视图中介
//-------创建者:         -------
//------------------------------

/// <summary>
/// 角色面板视图中介
/// 固定:
/// 1.继承PureMVC的Mediator脚本
/// 2.写构造函数
/// 3.重写监听通知的方法
/// 4.重写处理通知的方法
/// 5.可选:重写注册时的方法
/// </summary>
public class RoleViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "RoleViewMediator";

    /// <summary>
    /// 构造函数
    /// </summary>
    public RoleViewMediator( ) : base(NAME)
    {
        //可以去写创捷面板预设体的逻辑等
    }

    /// <summary>
    /// 重写监听通知的方法,返回需要的监听(通知)
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public  override string[] ListNotificationInterests()
    {
        return new string[] { 
         PureNotification.UPDATA_ROLE_INFO,
         PureNotification.UPDATA_WEAPON_INFO1
        };
    }

    public void SetView(RoleView roleView)
    {
        Debug.Log(roleView + "执行SetView");
        ViewComponent = roleView;
        //开始按钮逻辑监听
        roleView.back.onClick.AddListener(() =>
        {
            SendNotification(PureNotification.HIDE_PANEL, "RolePanel");
        });
 
    }

    /// <summary>
    /// 重写处理通知的方法,处理通知
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
       switch (notification.Name)
        {
          case  PureNotification.UPDATA_ROLE_INFO:
                if (ViewComponent != null)
                {
                    (ViewComponent as RoleView).UpdateView(notification.Body as PlayerDataObj);
                    (ViewComponent as RoleView).UpdateWeaponItem(notification.Body as PlayerDataObj);

                }
                else { Debug.Log("为空"); }
                break;
          
        }
    }

    /// <summary>
    /// 可选:重写注册方法(他们需要到Facde中注册)
    /// </summary>
    public override void OnRegister()
    {
        base.OnRegister();
    }

}

SotrePanel

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能: 商城系统
//-------创建者:         -------
//------------------------------

public class StoreView : BasePanel
{
    public GridLayoutGroup StoreGrid;
    public GridLayoutGroup BackGrid;
    public Button backBtu;
    public Button bugPack;//放入背包

}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//-------------------------------
//-------功能:          -------
//-------创建者:         -------
//------------------------------

public class StoreViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "StoreViewMediator";
    /// <summary>
    /// 构造函数
    /// </summary>
    public StoreViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 重写监听感兴趣的通知的方法
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {

        };
    }

    /// <summary>
    /// 面板中组件设置(监听相关)
    /// </summary>
    /// <param name="stateView"></param>
    public void setView(StoreView storeView)
    {
        ViewComponent = storeView;
        if(ViewComponent == null) { Debug.Log("面板是空的"); }
        storeView.backBtu.onClick.AddListener(()=>
        {
            SendNotification(PureNotification.HIDE_PANEL, "StorePanel");
        });

        storeView.bugPack.onClick.AddListener(() =>
        {
            SendNotification(PureNotification.HIDE_PANEL, "StorePanel");
        });
        
    }

    /// <summary>
    /// 玩家受伤逻辑
    /// </summary>
    public void Hurt()
    {

    }

    /// <summary>
    /// 重写处理通知的方法,处理通知,前提是完成通知的监听
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {

        }
    }
}

TipPanel

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能:  余额不足提示面板视图
//-------创建者:         -------
//------------------------------

public class TipView : BasePanel
{
    public Button ok;
}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//-------------------------------
//-------功能: 余额不足提示面板中介
//-------创建者:         -------
//------------------------------

public class TipViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "TipViewMediator";
    /// <summary>
    /// 构造函数
    /// </summary>
    public TipViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 重写监听感兴趣的通知的方法
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {

        };
    }

    /// <summary>
    /// 面板中组件设置(监听相关)
    /// </summary>
    /// <param name="stateView"></param>
    public void setView(TipView tipView)
    {
        ViewComponent = tipView;
        if (ViewComponent == null) { Debug.Log("面板是空的"); }
        tipView.ok.onClick.AddListener(() =>
        {
            SendNotification(PureNotification.HIDE_PANEL, "TipPanel");
        });
    }

    /// <summary>
    /// 玩家受伤逻辑
    /// </summary>
    public void Hurt()
    {

    }

    /// <summary>
    /// 重写处理通知的方法,处理通知,前提是完成通知的监听
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {

        }
    }
}

StartTipPanel

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能:  开始说明面板视图
//-------创建者:         -------
//------------------------------

public class StartTipView : BasePanel
{
    public Button startBtu; 

}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//-------------------------------
//-------功能:   开始说明面板视图中介
//-------创建者:         -------
//------------------------------

public class StartTipViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "StartTipViewMediator";

    /// <summary>
    /// 构造函数
    /// </summary>
    public StartTipViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 重写监听通知的方法,返回需要的监听(通知)
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {
         //PureNotification.UPDATA_ROLE_INFO,
         //PureNotification.UPDATA_STATE_INFO
        };
    }

    public void SetView(StartTipView startTipView)
    {
        Debug.Log(startTipView + "执行SetView");
        ViewComponent = startTipView;
        //按钮逻辑监听
        startTipView.startBtu.onClick.AddListener(() =>
        {
            SendNotification(PureNotification.HIDE_PANEL, "GamePanel");
            SendNotification(PureNotification.HIDE_PANEL, "startTipPanel");
            SendNotification(PureNotification.SHOW_PANEL, "StatePanel");

        });
    }

    /// <summary>
    /// 重写处理通知的方法,处理通知
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {
            //case PureNotification.UPDATA_STATE_INFO:
            //    (ViewComponent as StateView).UpdateView(notification.Body as PlayerDataObj);
            //    break;
        }
    }
}

NPCTipPanel

在这里插入图片描述

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能: NPC交互面板视图
//-------创建者:         -------
//------------------------------

public class NPCTipView : BasePanel
{
    public Button backBtu;
}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//-------------------------------
//-------功能: NPC交互面板视图中介
//-------创建者:         -------
//------------------------------

/// <summary>
/// 状态面板视图中介
/// 固定:
/// 1.继承PureMVC的Mediator脚本
/// 2.写构造函数
/// 3.重写监听通知的方法
/// 4.重写处理通知的方法
/// 5.可选:重写注册时的方法
/// </summary>
public class NPCTipViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "NPCTipViewMediator";

    /// <summary>
    /// 构造函数
    /// </summary>
    public NPCTipViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 面板中组件设置(监听相关)
    /// </summary>
    public void SetView(NPCTipView npcTipView)
    {
        Debug.Log(npcTipView + "执行SetView");
        ViewComponent = npcTipView;
        //出击按钮逻辑监听
        npcTipView.backBtu.onClick.AddListener(() =>
        {
            SendNotification(PureNotification.HIDE_PANEL, "NPCTipPanel");          
        });
    }


    /// <summary>
    /// 重写监听通知的方法,返回需要的监听(通知)
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {
         //PureNotification.UPDATA_ROLE_INFO,
         //PureNotification.UPDATA_STATE_INFO
        };
    }



    /// <summary>
    /// 重写处理通知的方法,处理通知
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {
            //case PureNotification.UPDATA_STATE_INFO:
            //    (ViewComponent as StateView).UpdateView(notification.Body as PlayerDataObj);
            //    break;
        }
    }
}

GameOVerPanel

在这里插入图片描述

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能: 失败面板视图
//-------创建者:         -------
//------------------------------

public class DefeatView : BasePanel
{
    public Button restartBtu; //重新开始按钮
    public Button endBtu;     //结束按钮
}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

//-------------------------------
//-------功能:  失败面板视图中介
//-------创建者:         -------
//------------------------------

/// <summary>
/// 状态面板视图中介
/// 固定:
/// 1.继承PureMVC的Mediator脚本
/// 2.写构造函数
/// 3.重写监听通知的方法
/// 4.重写处理通知的方法
/// 5.可选:重写注册时的方法
/// </summary>
public class DefeatViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "DefeatViewMediator";

    /// <summary>
    /// 构造函数
    /// </summary>
    public DefeatViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 重写监听通知的方法,返回需要的监听(通知)
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {
         //PureNotification.UPDATA_ROLE_INFO,
         //PureNotification.UPDATA_STATE_INFO
        };
    }

    public void SetView(DefeatView defeatView)
    {
        ViewComponent = defeatView;
       
        defeatView.restartBtu.onClick.AddListener(()=>{

        
            SendNotification(PureNotification.HIDE_PANEL ,"DefeatPanel");
            SceneManager.LoadScene(2);


        });
        defeatView.endBtu .onClick.AddListener(() => {
           
            SendNotification(PureNotification.HIDE_PANEL, "DefeatPanel");
            SceneManager.LoadScene(2);
        });
       
        
    }

    /// <summary>
    /// 重写处理通知的方法,处理通知
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {
            //case PureNotification.UPDATA_STATE_INFO:
            //    (ViewComponent as StateView).UpdateView(notification.Body as PlayerDataObj);
            //    break;
        }
    }
}

GamePassPanel(Clone)

在这里插入图片描述

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//-------------------------------
//-------功能: 通过游戏面板视图
//-------创建者:         -------
//------------------------------

public class GamePassView : BasePanel
{
    public Button okenter;
}

using PureMVC.Interfaces;
using PureMVC.Patterns.Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

//-------------------------------
//-------功能:    通过游戏面板视图中介
//-------创建者:         -------
//------------------------------

public class GamePassViewMediator : Mediator
{
    //铭牌名
    public static string NAME = "GamePassViewMediator";
    /// <summary>
    /// 构造函数
    /// </summary>
    public GamePassViewMediator() : base(NAME)
    {
    }

    /// <summary>
    /// 重写监听感兴趣的通知的方法
    /// </summary>
    /// <returns>返回你需要监听的通知的名字数组</returns>
    public override string[] ListNotificationInterests()
    {
        return new string[] {

        };
    }

    /// <summary>
    /// 面板中组件设置(监听相关)
    /// </summary>
    /// <param name="stateView"></param>
    public void setView(GamePassView tipView2)
    {
        ViewComponent = tipView2;
        if (ViewComponent == null) { Debug.Log("面板是空的"); }
        tipView2.okenter .onClick.AddListener(() =>
        {
            SendNotification(PureNotification.HIDE_PANEL, "GamePassPanel");
            SceneManager.LoadScene(2);
        });
    }

    /// <summary>
    /// 玩家受伤逻辑
    /// </summary>
    public void Hurt()
    {

    }

    /// <summary>
    /// 重写处理通知的方法,处理通知,前提是完成通知的监听
    /// </summary>
    /// <param name="notification">通知</param>
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {

        }
    }
}

🅰️


【Unityc#专题篇】之c#进阶篇】

【Unityc#专题篇】之c#核心篇】

【Unityc#专题篇】之c#基础篇】

【Unity-c#专题篇】之c#入门篇】

【Unityc#专题篇】—进阶章题单实践练习

【Unityc#专题篇】—基础章题单实践练习

【Unityc#专题篇】—核心章题单实践练习


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