标签:项目 art public 继承 项目开发 更新 封装 code 工业
笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,国家专利发明人;已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D实战核心技术详解》电子工业出版社等。
CSDN视频网址:http://edu.csdn.net/lecturer/144、
上篇博客实现了LoginState的封装,其实作为UI的各个窗口,每个窗口都对应着自己的State也就是状态类。这么多状态类,不能鼓孤立的存在着,它也需要我们封装一个状态管理类去处理所有的状态,它的主要功能是注册状态, 状态之间的切换等操作,该函数继承于单例模式,代码如下所示:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Game.GameState
{
public enum GameStateType
{
GS_Continue,
GS_Login,
GS_User,
GS_Lobby,
GS_Room,
GS_Hero,
GS_Loading,
GS_Play,
GS_Over,
}
public class GameStateManager : Singleton<GameStateManager>
{
Dictionary<GameStateType, IGameState> gameStates;
IGameState currentState;
public GameStateManager()
{
gameStates = new Dictionary<GameStateType, IGameState>();
IGameState gameState;
gameState = new LoginState();
gameStates.Add(gameState.GetStateType(), gameState);
gameState = new UserState();
gameStates.Add(gameState.GetStateType(), gameState);
gameState = new LobbyState();
gameStates.Add(gameState.GetStateType(), gameState);
gameState = new RoomState();
gameStates.Add(gameState.GetStateType(), gameState);
gameState = new HeroState();
gameStates.Add(gameState.GetStateType(), gameState);
gameState = new LoadingState();
gameStates.Add(gameState.GetStateType(), gameState);
gameState = new PlayState();
gameStates.Add(gameState.GetStateType(), gameState);
gameState = new OverState();
gameStates.Add(gameState.GetStateType(), gameState);
}
public IGameState GetCurState()
{
return currentState;
}
public void ChangeGameStateTo(GameStateType stateType)
{
if (currentState != null && currentState.GetStateType() != GameStateType.GS_Loading && currentState.GetStateType() == stateType)
return;
if (gameStates.ContainsKey(stateType))
{
if (currentState != null)
{
currentState.Exit();
}
currentState = gameStates[stateType];
currentState.Enter();
}
}
public void EnterDefaultState()
{
ChangeGameStateTo(GameStateType.GS_Login);
}
public void FixedUpdate(float fixedDeltaTime)
{
if (currentState != null)
{
currentState.FixedUpdate(fixedDeltaTime);
}
}
public void Update(float fDeltaTime)
{
GameStateType nextStateType = GameStateType.GS_Continue;
if (currentState != null)
{
nextStateType = currentState.Update(fDeltaTime);
}
if (nextStateType > GameStateType.GS_Continue)
{
ChangeGameStateTo(nextStateType);
}
}
public IGameState getState(GameStateType type)
{
if (!gameStates.ContainsKey(type))
{
return null;
}
return gameStates[type];
}
}
}
void Awake(){
WindowManager.Instance.ChangeScenseToLogin(EScenesType.EST_None);
}
// Use this for initialization
void Start () {
GameStateManager.Instance.EnterDefaultState();
}
//更新游戏状态机
GameStateManager.Instance.Update(Time.deltaTime);
//UI更新
WindowManager.Instance.Update(Time.deltaTime);标签:项目 art public 继承 项目开发 更新 封装 code 工业
原文地址:http://blog.csdn.net/jxw167/article/details/69003830