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👨💻 收录于专栏:unityUI专题篇
⭐单例模式管理面板对象⭐
文章目录
- ⭐单例模式管理面板对象⭐
- 🎶前言
- 🎶(==A==)常用关键API
- 🎶(==B==)需求分析
- 🎶(==C==)逻辑封装——游戏音乐数据存储
- 😶🌫️:步骤实现
- 实现音乐数据的同步更新——最终代码
- 🎶(==D==)逻辑封装——游戏排行榜数据存储
- 😶🌫️:**步骤实现**
- 总UML图
- 🎶(==E==)逻辑封装——音乐数据管理类
- 😶🌫️步骤:
- 结论:
- 👌结论:
🎶前言
🅰️
🎶(A)常用关键API
🎶(B)需求分析
🎶(C)逻辑封装——游戏音乐数据存储
😶🌫️:步骤实现
1.首先将音乐数据封装在类中,不采用单例模式
2. 而后封装一个游戏数据类为单例模式:功能:利用Playerfabs进行数据存储音乐数据
3.读取存盘中的数据更新游戏数据
1.首先将音乐数据封装在类中,不采用单例模式
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________脚本名: 音乐相关数据存储类
//___________功能: 记录音乐相关的数据
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------
public class MusicData
{//记录音乐,音效的开关状态和拖动条public bool musicSwitch;public bool soundSwitch;public float musicRoll;public float soundRoll;public bool isFirst;
}
2. 而后封装一个游戏数据类为单例模式:功能:利用Playerfabs进行数据存储音乐数据
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________脚本名: 游戏数据类
//___________功能: 记录游戏的数据并用PlayerFabs存储
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------public class GameData
{static private GameData dataContorl = new GameData ();static public GameData DataContorl => dataContorl ;public MusicData musicData ;private GameData(){musicData = new MusicData();musicData = PlayerfabsClass.Chats.GetDataMess(typeof(MusicData), "Music") as MusicData ;if ( !musicData.isFirst ) //如果是第一次进入游戏{musicData.musicSwitch = true;musicData.soundSwitch = true;musicData.musicRoll = 0.5f;musicData.soundRoll = 0.5f;PlayerfabsClass.Chats.SaveDataMess(musicData, "Music"); //设置为自定义的默认值后进行存储 }}}
3.读取存盘中的数据更新游戏数据
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________项目: ______________
//___________功能: 设置面板功能
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------
public class SetPlane : BeginFather<SetPlane>
{//将功能控件拖拽对应的成员变量中public Button closeButt;public Slider sliderMusic;public Slider sliderSound;public ToggleM toggleMusic;public ToggleM toggleSound;private float toggle1;private float toggle2;private void Start(){//按钮中事件的添加closeButt.triggerEvent += () => {this.gameObject.SetActive(false);BeginPlane.SingleInstance.Show();};//滑条中事件的添加sliderMusic.triggerEvent += (value) =>{};sliderSound.triggerEvent += (value) =>{};//多选框中事件的添加toggleMusic.triggerEvent += (value) =>{};toggleSound .triggerEvent += (value) =>{};this.Hidden();}private void MusicDataUpdate(){MusicData data = GameData.DataContorl.musicData;sliderMusic.NowValue = data.musicRoll;sliderSound.NowValue = data.soundRoll;toggleMusic.IsSwitch = data.musicSwitch;toggleSound.IsSwitch = data.soundSwitch;}public override void Show(){base.Show(); //保留父类的封装逻辑MusicDataUpdate();}
}
实现音乐数据的同步更新——最终代码
目的: 将游戏游戏数据保存至硬盘,下次开启游戏实现数据同步
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________脚本名: 游戏数据类
//___________功能: 记录游戏的数据并用PlayerFabs存储
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------public class GameData
{static private GameData dataContorl = new GameData ();static public GameData DataContorl => dataContorl ;public MusicData musicData ;private GameData(){musicData = PlayerPrefsDataMgr.Instance.LoadData(typeof(MusicData), "Music") as MusicData ;if ( !musicData.isFirst ) //如果是第一次进入游戏(表示注册表中第一次存该类型数据时){musicData.isFirst = true;musicData.musicSwitch = true;musicData.soundSwitch = true;musicData.musicRoll = 1f;musicData.soundRoll = 1f;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music"); }}//音乐开关数据的更新存储public void ChangeMusicS( bool value){musicData.musicSwitch = value;PlayerPrefsDataMgr.Instance.SaveData(musicData,"Music");}//音效开关数据的更新存储public void ChangeSoundS(bool value){musicData.soundSwitch = value;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}//音乐滑条数据的更新存储public void ChangeMusicR(float value){musicData.musicRoll = value;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}//音效滑条数据的更新存储public void ChangeSoundR(float value){musicData.soundRoll = value;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________项目: ______________
//___________功能: 设置面板功能
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------
public class SetPlane : BeginFather<SetPlane>
{//将功能控件拖拽对应的成员变量中public Button closeButt;public Slider sliderMusic;public Slider sliderSound;public ToggleM toggleMusic;public ToggleM toggleSound;private float toggle1;private float toggle2;private MusicData musicData;private void Start(){//按钮中事件的添加closeButt.triggerEvent += () => {Hidden();BeginPlane.SingleInstance.Show();};//多选框中事件的添加toggleMusic.triggerEvent += (value) => GameData.DataContorl.ChangeMusicS(value);toggleSound.triggerEvent += (value) => GameData.DataContorl.ChangeSoundS(value);//滑条中事件的添加sliderMusic.triggerEvent += (value) => GameData.DataContorl.ChangeMusicR(value);sliderSound.triggerEvent += (value) => GameData.DataContorl.ChangeSoundR(value);Hidden();}private void MusicDataUpdate() //将已存盘的数据读取后更新{MusicData data = GameData.DataContorl.musicData;toggleMusic.IsSwitch = data.musicSwitch;toggleSound.IsSwitch = data.soundSwitch;sliderMusic.NowValue = data.musicRoll;sliderSound.NowValue = data.soundRoll;}public override void Show(){base.Show(); //保留父类的封装逻辑MusicDataUpdate(); //在展示时更新}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
//-------------------------------------
//—————————————————————————————————————
//___________项目: ______________
//___________功能: 开始面板类
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------
public class BeginPlane : BeginFather<BeginPlane>
{// 获取开始面板中的各个按钮控件public Button but1;public Button but2;public Button but3;public Button but4;private void Start(){but1.triggerEvent += () => { SceneManager.LoadScene("Start"); }; //点击“开始游戏”but2.triggerEvent += () => { Hidden(); SetPlane.SingleInstance.Show(); }; //点击“游戏设置”but3.triggerEvent += () => { Application.Quit(); }; //点击“退出游戏”but4.triggerEvent += () => { Hidden(); }; //点击“排行榜”}}
🎶(D)逻辑封装——游戏排行榜数据存储
界面设计
- 效果演示:
😶🌫️:步骤实现
-
1.封装排行榜数据类(无参构造做new ,有参构造做一键赋值)
-
2.以数据管理类为载体进行更新API封装——只存储排行榜中的数据到盘(注册表)中
-
3.封装排行榜面板类进行实时显示
-----
封装排行榜数据类(无参构造做new ,有参构造做一键赋值)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________项目:
//___________功能: 排行榜数据的载体
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------
public class RankData
{ public string name;public int score;public int time;public RankData() //用来new{}public RankData(string name, int score, int time ) //用来一键赋值{this.name = name ;this.score = score ;this.time = time;}
}
----------------------
以数据管理类为载体进行更新API封装
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________脚本名: 游戏数据管理类
//___________功能: 记录和更新游戏的数据并用PlayerFabs存储
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------public class GameData
{static private GameData dataContorl = new GameData ();static public GameData DataContorl => dataContorl ;public MusicData musicData ;public List<RankData> rankTopData;//固定承载前六名的数据信息private GameData(){//初始化读取音乐数据musicData = PlayerPrefsDataMgr.Instance.LoadData(typeof(MusicData), "Music") as MusicData ;//初始化读取排行榜数据rankTopData = PlayerPrefsDataMgr.Instance.LoadData(typeof(List<RankData>), "Rank") as List<RankData>;if ( !musicData.isFirst ) //如果是第一次进入游戏(表示注册表中第一次存该类型数据时){musicData.isFirst = true;musicData.musicSwitch = true;musicData.soundSwitch = true;musicData.musicRoll = 1f;musicData.soundRoll = 1f;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music"); }} //------------------------排行榜数据的更新封装-------------------------------//在排行榜中添加数据public void SaveRankData(string name, int score, int time){rankTopData.Add(new RankData(name, score, time));Debug.Log(rankTopData);rankTopData.Sort((a, b) => { return a.score > b.score ? -1 : 1; }); //添加排序规则//但list大于6时for (int i = rankTopData.Count - 1 ; i > 5; i--){rankTopData.RemoveAt(i); //删除}PlayerPrefsDataMgr.Instance.SaveData(rankTopData, "Rank" );}//------------------------音乐数据的更新封装------------------------------//音乐开关数据的更新存储public void ChangeMusicS( bool value){musicData.musicSwitch = value;PlayerPrefsDataMgr.Instance.SaveData(musicData,"Music");}//音效开关数据的更新存储public void ChangeSoundS(bool value){musicData.soundSwitch = value;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}//音乐滑条数据的更新存储public void ChangeMusicR(float value){musicData.musicRoll = value;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}//音效滑条数据的更新存储public void ChangeSoundR(float value){musicData.soundRoll = value;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}
}
-----------
3.封装排行榜面板类进行实时显示
using System.Collections;
using System.Collections.Generic;
using UnityEngine;//-------------------------------------
//—————————————————————————————————————
//___________脚本名: 排行榜面板
//___________功能: 掌控排行榜面板相关控件
//___________创建者: 秩沅_______________
//_____________________________________
//-------------------------------------public class RankPlane : BeginFather<RankPlane >
{public Button closeButton;//采用列表的方式进行排行数据的暂时存储private List<Label> RK_Name = new List<Label>();private List<Label> RK_Score = new List<Label>();private List<Label> RK_Time = new List<Label>();private void Start(){//通过API获取排行榜中的标签for (int i = 1; i <= 6; i++){ RK_Name.Add(this.transform.Find("RKName/player" + i ).GetComponent<Label>());RK_Score.Add(this.transform.Find("RKScore/Score" + i ).GetComponent<Label>());RK_Time.Add(this.transform.Find("RKTime/time" + i ).GetComponent<Label>()); } //为按钮中的事件添加方法closeButton .triggerEvent += ()=>{Hidden(); BeginPlane.SingleInstance.Show();};Hidden(); }public override void Show(){base.Show();ShowRankData();}public void ShowRankData() //读盘排行榜数据并显示{GameData.DataContorl .SaveRankData("nibb", 100, 342);List<RankData> data = GameData.DataContorl.rankTopData;for (int i = 0; i < data.Count; i++){string showTime = "";int hour, min, second;print(data[i].name);RK_Name[i].ContorlContent.text = data[i].name;RK_Score[i].ContorlContent.text = data[i].score.ToString();RK_Time[i].ContorlContent.text = "";//时间格式转化hour = data[i].time / 3600;min = data[i].time / 60 % 60;second = data[i].time % 60;showTime = $"{hour}小时{min}分钟{second}秒";RK_Time[i].ContorlContent.text = showTime;}}
}
总UML图
🎶(E)逻辑封装——音乐数据管理类
😶🌫️步骤:
- 1.封装音乐数据管理类——单例
- 2.在游戏数据管理类中,更新音乐数据更新方法
封装音乐数据类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________项目: ______________
//___________功能: 更新音乐
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------
public class MusicContol : MonoBehaviour
{static private MusicContol singleMusicContol;static public MusicContol SingleMusicContol => singleMusicContol;private AudioSource beginAudio;private MusicData nowMusicData;void Awake(){singleMusicContol = this;//达到一运行游戏就有音乐的效果beginAudio = GetComponent<AudioSource>(); //从盘中读取nowMusicData = PlayerPrefsDataMgr.Instance.LoadData(typeof(MusicData), "Music") as MusicData;beginAudio.enabled = nowMusicData.musicSwitch;beginAudio.volume = nowMusicData.musicRoll;}//----将其变成外界可调用的方法------ public void ChangeMusicSwitch(bool value) //改变音乐开关{beginAudio.enabled = value;}public void ChangeMusicRoll(float value) //改变音乐大小{beginAudio.volume = value;}public void ChangeSoundSwitch(bool value) //改变音效开关{}public void ChangeSoundRoll(float value) //改变音效大小{}
}
游戏数据管理类,也需要更新——在方法中更新逻辑
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------------
//—————————————————————————————————————
//___________脚本名: 游戏数据管理类
//___________功能: 记录和更新游戏的数据并用PlayerFabs存储
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------public class GameData
{static private GameData dataContorl = new GameData ();static public GameData DataContorl => dataContorl ;public MusicData musicData ;public List<RankData> rankTopData;//固定承载前六名的数据信息private GameData(){//初始化读取音乐数据musicData = PlayerPrefsDataMgr.Instance.LoadData(typeof(MusicData), "Music") as MusicData ;//初始化读取排行榜数据rankTopData = PlayerPrefsDataMgr.Instance.LoadData(typeof(List<RankData>), "Rank") as List<RankData>;if ( !musicData.isFirst ) //如果是第一次进入游戏(表示注册表中第一次存该类型数据时){musicData.isFirst = true;musicData.musicSwitch = true;musicData.soundSwitch = true;musicData.musicRoll = 1f;musicData.soundRoll = 1f;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music"); }} //【------------------------排行榜数据的更新封装----------------------------------】//在排行榜中添加数据public void SaveRankData(string name, int score, int time){rankTopData.Add(new RankData(name, score, time));Debug.Log(rankTopData);rankTopData.Sort((a, b) => { return a.score > b.score ? -1 : 1; }); //添加排序规则//但list大于6时for (int i = rankTopData.Count - 1 ; i > 5; i--){rankTopData.RemoveAt(i); //删除}PlayerPrefsDataMgr.Instance.SaveData(rankTopData, "Rank" );}//【------------------------音乐数据的更新(存盘)封装----------------------------------】//音乐开关数据的更新存储public void ChangeMusicS( bool value){musicData.musicSwitch = value;MusicContol.SingleMusicContol.ChangeMusicSwitch(value); //实时改变音乐大小_下同PlayerPrefsDataMgr.Instance.SaveData(musicData,"Music"); //实时进行音乐数据存盘_下同}//音效开关数据的更新存储public void ChangeSoundS(bool value){musicData.soundSwitch = value;MusicContol.SingleMusicContol.ChangeSoundSwitch(value);PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}//音乐滑条数据的更新存储public void ChangeMusicR(float value){musicData.musicRoll = value;MusicContol.SingleMusicContol.ChangeMusicRoll(value);PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}//音效滑条数据的更新存储public void ChangeSoundR(float value){musicData.soundRoll = value;MusicContol.SingleMusicContol.ChangeSoundRoll(value);PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music");}}
过程中的错误——优化思维
进行优化__________==>
结论:
👌结论:
- 1.进行模块化处理,数据管理就是数据管理,面板显示就是面板显示,各司其职,员工不得乱工作
- 2.抽象行为,分配行为,你就是掌控者
- 3.如果某个行为/操作,不仅限于一个对象,要将其封装成外界可以调用的API
(例如修改主界面音频时,自己直接获取,却没想到将其封装成外界调用的方法)
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