使用单例为unity设计初始化
本文关键字:初始化 unity 单例 | 更新日期: 2023-09-27 18:05:56
我有一个ImageSequencePlayer
脚本,它有一个字符串输入来选择从哪里加载图像。图像的Sprite[]
数组现在是静态的,但我仍然将它们多次加载到同一个数组中。我使用这个工具制作了更多的预制件,例如一个角色,敌人,一些陷阱,火焰等等。如何使用Singletons
创建一个体面的设计?这样,只要使用这个脚本的prefab
有一个不同的位置,游戏管理器就会寻找它并加载精灵,然后把它给所有需要的人?如果不是这样,那又如何?
using UnityEngine;
using System.Collections;
public class ImageSequencePlayer : MonoBehaviour
{
private int currentImageIndex;
private SpriteRenderer spriteRenderer;
private static Sprite[] spriteSheet;
[Tooltip("The location of your main spritesheet.")]
public string spritesLocation;
public float frameRate = 24.0f;
public enum PlayMode
{
order, random, uponNeeded
}
public PlayMode playMode = PlayMode.order;
private bool updateEnabled = true;
[Tooltip("Decides if the random playback can iterate. If no, it doesn't play, it is frozen.")]
public bool canIterate = true; //if the random playback can iterate. if no, it doesn't play.
[Tooltip("Is there some non looping animation before the loop? If so, right after it's done, it starts looping.")]
public bool warmUp = false;
[Tooltip("If you have a warmup sheet location, put it here.")]
public string warmUpLocation = "";
private static Sprite[] warmUpSprites;
void Start ()
{
try
{
spriteSheet = null;
spriteSheet = Resources.LoadAll<Sprite>(spritesLocation);
}
catch(MissingSpriteSheetException ex)
{
Debug.Log(ex.Message);
}
try
{
spriteRenderer = GetComponent<SpriteRenderer>();
}catch
{
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
if(warmUp)
{
switch (this.gameObject.tag)
{
case "candleLight":
warmUpSprites = null;
warmUpSprites = Resources.LoadAll<Sprite>("warmUpFlames");
break;
default:
warmUpSprites = null;
warmUpSprites = Resources.LoadAll<Sprite>(warmUpLocation);
break;
}
//meaning we do have something to warm up
}else
{
//so if we did want some warmup, we load it,
//if we didn't, we just free the memory.
warmUpSprites = null;
warmUpLocation = null;
}
if(playMode == PlayMode.uponNeeded)
{
//if we need it occasionally, we just disable everything else.
warmUp = false;
updateEnabled = false;
warmUpLocation = null;
warmUpSprites = null;
}
}
void LateUpdate ()
{
if (warmUp)
{
currentImageIndex = Mathf.RoundToInt(Time.time * frameRate);
currentImageIndex = currentImageIndex % warmUpSprites.Length;
spriteRenderer.sprite = warmUpSprites[currentImageIndex];
if(currentImageIndex >= warmUpSprites.Length-1)
{
currentImageIndex = 0;
warmUp = false;
//now easing on the memory, not another warmup will happen of course:
warmUpLocation = null;
warmUpSprites = null;
}
}
if (updateEnabled && !warmUp)
{
switch (playMode)
{
case PlayMode.order:
currentImageIndex = Mathf.RoundToInt(Time.time * frameRate);
currentImageIndex = currentImageIndex % spriteSheet.Length;
spriteRenderer.sprite = spriteSheet[currentImageIndex];
break;
case PlayMode.random:
updateEnabled = false;
StartCoroutine(RandomizedPlay());
break;
}
}
}
IEnumerator RandomizedPlay()
{
int oldIndex = 0;
int currentIndex;
int iterNumber = 0;
while (canIterate)
{
currentIndex = Random.Range(0, spriteSheet.Length - 1);
if(currentIndex == oldIndex)
{
while((currentIndex == oldIndex) && (iterNumber < 8))
{
currentIndex = Random.Range(0, spriteSheet.Length - 1);
iterNumber++;
}
}
spriteRenderer.sprite = spriteSheet[currentIndex];
oldIndex = currentIndex;
iterNumber = 0;
yield return new WaitForSeconds(1.0f / frameRate);
}
}
public void OccasionalAnimation(bool backWardsNeeded)
{
StartCoroutine(OccasionalAnimEnum(backWardsNeeded));
}
public IEnumerator OccasionalAnimEnum(bool backWardsNeeded)
{
currentImageIndex = 0;
while (currentImageIndex < spriteSheet.Length)
{
//meaning while we do have anything to play
spriteRenderer.sprite = spriteSheet[currentImageIndex];
currentImageIndex++;
yield return new WaitForSeconds(1.0f / frameRate);
}
if (backWardsNeeded)
{
//so we need to play the shit backwards as well, like in the book
currentImageIndex = spriteSheet.Length - 2;//so we won't repeat the last again.
while (currentImageIndex >= 0)
{
//meaning while we do have anything to play
spriteRenderer.sprite = spriteSheet[currentImageIndex];
currentImageIndex--;
yield return new WaitForSeconds(1.0f / frameRate);
}
}
//at the end it should be at the starting sprite.
currentImageIndex = 0;
}
}
在脚本开始处添加以下代码,使其成为单例:
private static ImageSequencePlayer _instance;
public static ImageSequencePlayer Instance
{
get
{
if (_instance == null)
{
_instance = FindObjectOfType<ImageSequencePlayer>();
if (_instance == null)
{
Debug.LogError("ImageSequencePlayer Instance is null");
}
}
return _instance;
}
}
现在你不需要做任何static
.
从任意位置访问非静态精灵数组,如下所示:
ImageSequencePlayer.Instance.spriteSheet
和所有其他属性/字段。
使用Awake()
方法从资源中加载图像:
void Awake()
{
// populate sprites array here.
}
编辑:单例脚本不应该在场景中出现在多个对象上。创建一个空对象并附加单例脚本。如果您有任何其他通用功能(如spritesheet
),请将该代码移到单例中。确保你的其他脚本中没有Sprite加载代码,而这些代码要应用于所有对象。