Unity 游戏框架搭建 2019 (二十六) 第一轮整理完结

  • 2020 年 4 月 11 日
  • 筆記

昨天呢我们把第八个示例整理完了。整理之后学习了类的第一作用:方法的集合,还有 Obselete 这个 API。并且在进行整理的时候贯彻了我们新的约定和规则:先确保功能有效,再去做变更和删除。

今天我们在往下接着整理第九个示例

第九个示例

using UnityEngine;    #if UNITY_EDITOR  using UnityEditor;  #endif    namespace QFramework  {  	public class ResolutionCheck  	{  #if UNITY_EDITOR  		[MenuItem("QFramework/9.屏幕宽高比判断")]  #endif  		private static void MenuClicked()  		{  			Debug.Log(IsPadResolution() ? "是 Pad 分辨率" : "不是 Pad 分辨率");  			Debug.Log(IsPhoneResolution() ? "是 Phone 分辨率" : "不是 Phone 分辨率");  			Debug.Log(IsiPhoneXResolution() ? "是 iPhone X 分辨率" : "不是 iPhone X 分辨率");  		}    		/// <summary>  		/// 获取屏幕宽高比  		/// </summary>  		/// <returns></returns>  		public static float GetAspectRatio()  		{  			return Screen.width > Screen.height ? (float) Screen.width / Screen.height : (float) Screen.height / Screen.width;  		}    		/// <summary>  		/// 是否是 Pad 分辨率 4 : 3  		/// </summary>  		/// <returns></returns>  		public static bool IsPadResolution()  		{  			var aspect = GetAspectRatio();  			return aspect > 4.0f / 3 - 0.05 && aspect < 4.0f / 3 + 0.05;  		}    		/// <summary>  		/// 是否是手机分辨率 16:9  		/// </summary>  		/// <returns></returns>  		public static bool IsPhoneResolution()  		{  			var aspect = GetAspectRatio();  			return aspect > 16.0f / 9 - 0.05 && aspect < 16.0f / 9 + 0.05;  		}    		/// <summary>  		/// 是否是iPhone X 分辨率 2436:1125  		/// </summary>  		/// <returns></returns>  		public static bool IsiPhoneXResolution()  		{  			var aspect = GetAspectRatio();  			return aspect > 2436.0f / 1125 - 0.05 && aspect < 2436.0f / 1125 + 0.05;  		}  	}  }  

我们先看些类的名字,ResolutionCheck,这个没有太大的问题。所以这个示例就留着。

第十个示例

#if UNITY_EDITOR  using UnityEditor;  #endif    using UnityEngine;    namespace QFramework  {  	public class TransformLocalPosImprovements  	{  #if UNITY_EDITOR  		[MenuItem("QFramework/10.Transform 赋值优化")]  #endif  		private static void GenerateUnityPackageName()  		{  			var transform = new GameObject("transform").transform;    			SetLocalPosX(transform, 5.0f);  			SetLocalPosY(transform, 5.0f);  			SetLocalPosZ(transform, 5.0f);  		}    		public static void SetLocalPosX(Transform transform, float x)  		{  			var localPos = transform.localPosition;  			localPos.x = x;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosY(Transform transform, float y)  		{  			var localPos = transform.localPosition;  			localPos.y = y;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosZ(Transform transform, float z)  		{  			var localPos = transform.localPosition;  			localPos.z = z;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosXY(Transform transform, float x, float y)  		{  			var localPos = transform.localPosition;  			localPos.x = x;  			localPos.y = y;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosXZ(Transform transform, float x, float z)  		{  			var localPos = transform.localPosition;  			localPos.x = x;  			localPos.z = z;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosYZ(Transform transform, float y, float z)  		{  			var localPos = transform.localPosition;  			localPos.y = y;  			localPos.z = z;  			transform.localPosition = localPos;  		}  	}  }  

同样也是没啥太大的问题,也留着。

第十一个示例

#if UNITY_EDITOR  using UnityEditor;  #endif    using UnityEngine;    namespace QFramework  {  	public class TransformIdentity : MonoBehaviour  	{    #if UNITY_EDITOR  		[MenuItem("QFramework/11.Transform 归一化")]  #endif  		private static void MenuClicked()  		{  			var transform = new GameObject("transform").transform;    			Identity(transform);  		}    		/// <summary>  		/// 重置操作  		/// </summary>  		/// <param name="trans">Trans.</param>  		public static void Identity(Transform trans)  		{  			trans.localPosition = Vector3.zero;  			trans.localScale = Vector3.one;  			trans.localRotation = Quaternion.identity;  		}  	}  }  

类的名字没有问题,但是到这里笔者发现这个类里的方法是可以和 第十个示例: TransformLocalPosImprovements 放在一个类里的,因为都是对 Transform API 的简化。
类名字可以叫 TransformSimplify。

类的定义如下:

	public class TransformSimplify  	{  		/// <summary>  		/// 重置操作  		/// </summary>  		/// <param name="trans">Trans.</param>  		public static void Identity(Transform trans)  		{  			trans.localPosition = Vector3.zero;  			trans.localScale = Vector3.one;  			trans.localRotation = Quaternion.identity;  		}    		public static void SetLocalPosX(Transform transform, float x)  		{  			var localPos = transform.localPosition;  			localPos.x = x;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosY(Transform transform, float y)  		{  			var localPos = transform.localPosition;  			localPos.y = y;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosZ(Transform transform, float z)  		{  			var localPos = transform.localPosition;  			localPos.z = z;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosXY(Transform transform, float x, float y)  		{  			var localPos = transform.localPosition;  			localPos.x = x;  			localPos.y = y;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosXZ(Transform transform, float x, float z)  		{  			var localPos = transform.localPosition;  			localPos.x = x;  			localPos.z = z;  			transform.localPosition = localPos;  		}    		public static void SetLocalPosYZ(Transform transform, float y, float z)  		{  			var localPos = transform.localPosition;  			localPos.y = y;  			localPos.z = z;  			transform.localPosition = localPos;  		}  	}  

很简单,就是把上一个示例与这个示例的方法都复制到了这里,类的定义位置在 TransformIdentity 的上方。

接下来,我们要把原来的实现方法做中转,再加上 Obselete 属性。这步就不展示了,内容与上一篇文章一致,

第十二个示例

#if UNITY_EDITOR  using UnityEditor;  #endif    using UnityEngine;    namespace QFramework  {  	public class PercentFunction : MonoBehaviour  	{  #if UNITY_EDITOR  		[MenuItem("QFramework/12.概率函数")]  #endif  		private static void MenuClicked()  		{  			Debug.Log(Percent(50));  		}    		/// <summary>  		/// 输入百分比返回是否命中概率  		/// </summary>  		public static bool Percent(int percent)  		{  			return Random.Range (0, 100) <= percent;  		}  	}  }  

这个代码的类名就有点问题了,叫做 PercentFunction,Percent 呢,是数学计算,所以我们把这个方法归到 MathUtil 这个类里。

代码如下:

using System;    #if UNITY_EDITOR  using UnityEditor;  #endif    using UnityEngine;  using Random = UnityEngine.Random;    namespace QFramework  {  	public class MathUtil  	{  		/// <summary>  		/// 输入百分比返回是否命中概率  		/// </summary>  		public static bool Percent(int percent)  		{  			return Random.Range (0, 100) <= percent;  		}  	}  	public class PercentFunction : MonoBehaviour  	{  #if UNITY_EDITOR  		[MenuItem("QFramework/12.概率函数")]  #endif  		private static void MenuClicked()  		{  			Debug.Log(MathUtil.Percent(50));  		}    		/// <summary>  		/// 输入百分比返回是否命中概率  		/// </summary>  		[Obsolete("方法已弃用,请使用 MathUtil.Percent")]  		public static bool Percent(int percent)  		{  			return MathUtil.Percent(percent);  		}  	}  }  

第十三个示例

#if UNITY_EDITOR  using UnityEditor;  #endif    using UnityEngine;    namespace QFramework  {      public class GameObejctActiveImprovements      {  #if UNITY_EDITOR          [MenuItem("QFramework/13.GameObejct 的显示、隐藏简化")]  #endif          private static void MenuClicked()          {              var gameObject = new GameObject();                Hide(gameObject);          }            public static void Show(GameObject gameObj)          {              gameObj.SetActive(true);          }            public static void Hide(GameObject gameObj)          {              gameObj.SetActive(false);          }      }  }  

与 TransformSimplify 一样,我们也定义一个 GameObjectSimplify。

整理后代码如下:

#if UNITY_EDITOR  using UnityEditor;  #endif    using UnityEngine;    namespace QFramework  {      public class GameObjectSimplify      {          public static void Show(GameObject gameObj)          {              gameObj.SetActive(true);          }            public static void Hide(GameObject gameObj)          {              gameObj.SetActive(false);          }      }        public class GameObejctActiveImprovements      {  #if UNITY_EDITOR          [MenuItem("QFramework/13.GameObejct 的显示、隐藏简化")]  #endif          private static void MenuClicked()          {              var gameObject = new GameObject();                GameObjectSimplify.Hide(gameObject);          }            [Obsolete("方法已启用,请使用 GameObjectSimplify.Show")]          public static void Show(GameObject gameObj)          {              GameObjectSimplify.Show(gameObj);          }            [Obsolete("方法已启用,请使用 GameObjectSimplify.Hide")]          public static void Hide(GameObject gameObj)          {              GameObjectSimplify.Hide(gameObj);          }      }  }  

到此呢,我们十三个示例都做了一轮整理。整理之后又要回头去解决一些整理过程中发现的问题。这部分内容我们在下一篇开始解决。

今天的内容就这些,拜拜~

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