文章目录
- 简介
- 示例1:游戏关卡流程
- 示例2:测试试卷类
- 示例3:游戏场景构建流程
- 示例4:游戏动画序列
- 示例5:游戏对象初始化过程
简介
Unity中的模板方法模式是一种行为设计模式,它在父类中定义了一个算法的框架,并允许子类重写某些步骤来实现特定逻辑。以下五个代码示例详细说明了Unity中如何使用模板方法模式:
示例1:游戏关卡流程
// 抽象关卡类
public abstract class AbstractLevel
{public void PlayLevel(){Initialize();StartGameplay();while (!IsGameOver()){PerformPlayerTurn();PerformEnemyTurn();}EndGameplay();ShowResults();}protected abstract void Initialize();protected abstract bool IsGameOver();protected abstract void PerformPlayerTurn();protected abstract void PerformEnemyTurn();protected abstract void EndGameplay();protected abstract void ShowResults();
}// 具体关卡A
public class ConcreteLevelA : AbstractLevel
{// 实现每个抽象方法protected override void Initialize() { /* 初始化关卡A的具体内容 */ }protected override bool IsGameOver() { /* 检查关卡A是否结束 */ }protected override void PerformPlayerTurn() { /* 玩家A的行为 */ }protected override void PerformEnemyTurn() { /* 敌人A的行为 */ }protected override void EndGameplay() { /* 结束关卡A的具体操作 */ }protected override void ShowResults() { /* 显示关卡A的结果 */ }
}// 其他具体关卡B、C、D等同样遵循AbstractLevel进行实现
示例2:测试试卷类
根据您之前提供的信息,这里是TestPaperTemplateClass的一个实例扩展为多个问题:
using UnityEngine;
public abstract class TestPaperTemplateClass
{public void ConductTest(){Introduction();foreach (var question in Questions){PresentQuestion(question);GetAnswer(question);ValidateAnswer(question);}Conclusion();}protected virtual void Introduction() { Debug.Log("欢迎参加本次测试!"); }protected abstract void PresentQuestion(Question question);protected abstract string GetAnswer(Question question);protected abstract void ValidateAnswer(Question question);protected virtual void Conclusion() { Debug.Log("测试结束,谢谢参与!"); }private List<Question> Questions = new List<Question>(); // 假设已填充问题列表
}public class MathTestPaper : TestPaperTemplateClass
{// 重写与数学题目相关的部分protected override void PresentQuestion(Question question){Debug.Log(question.Content + " 答案选项:" + question.Options.ToString());}protected override string GetAnswer(Question question){return InputFieldComponent.GetText(); // 假设从UI获取用户输入的答案}protected override void ValidateAnswer(Question question){if (question.CorrectAnswer == GetAnswer(question)){Debug.Log("答案正确!");}else{Debug.Log("答案错误,正确答案是:" + question.CorrectAnswer);}}
}
示例3:游戏场景构建流程
public abstract class SceneBuilder
{public void BuildScene(){CreateSkybox();PlacePlayerStart();AddEnemies();SetInitialResources();ConfigureUI();HookUpEvents();}protected abstract void CreateSkybox();protected abstract void PlacePlayerStart();protected abstract void AddEnemies();protected abstract void SetInitialResources();protected abstract void ConfigureUI();protected abstract void HookUpEvents();
}public class AdventureSceneBuilder : SceneBuilder
{// 实现冒险场景的具体构建方法protected override void CreateSkybox() { /* 创建冒险场景的天空盒 */ }protected override void PlacePlayerStart() { /* 设置玩家初始位置 */ }protected override void AddEnemies() { /* 添加冒险场景特有的敌人 */ }// ...其他方法的实现...
}public class BattleArenaSceneBuilder : SceneBuilder
{// 实现战斗竞技场场景的具体构建方法protected override void CreateSkybox() { /* 创建战斗竞技场的天空盒 */ }// ...其他方法的实现...
}
示例4:游戏动画序列
public abstract class AnimationSequence
{public void Play(){Begin();AnimateCharacter();ExecuteSpecialEffects();WaitForInput();End();}protected abstract void Begin();protected abstract void AnimateCharacter();protected abstract void ExecuteSpecialEffects();protected abstract bool WaitForInput();protected abstract void End();
}public class VictoryDanceSequence : AnimationSequence
{// 实现胜利舞蹈动画的各个步骤protected override void Begin() { /* 角色开始动作前的准备 */ }protected override void AnimateCharacter() { /* 执行角色的胜利舞蹈动画 */ }protected override void ExecuteSpecialEffects() { /* 加入烟火或其他特效 */ }protected override bool WaitForInput() { return Input.GetKeyDown(KeyCode.Space); } // 等待玩家按键触发结束protected override void End() { /* 动画结束后的处理 */ }
}public class DefeatAnimationSequence : AnimationSequence
{// 实现失败动画的各个步骤// ...
}
示例5:游戏对象初始化过程
public abstract class GameObjectInitializer
{public void Initialize(GameObject obj){AttachComponents(obj);ConfigureTransform(obj.transform);SetInitialProperties(obj);SubscribeToEvents(obj);}protected abstract void AttachComponents(GameObject obj);protected abstract void ConfigureTransform(Transform transform);protected abstract void SetInitialProperties(GameObject obj);protected abstract void SubscribeToEvents(GameObject obj);
}public class PlayerInitializer : GameObjectInitializer
{protected override void AttachComponents(GameObject player) { /* 添加玩家所需组件 */ }protected override void ConfigureTransform(Transform t) { t.position = new Vector3(0, 0, 0); }protected override void SetInitialProperties(GameObject player) { /* 设置玩家初始属性 */ }protected override void SubscribeToEvents(GameObject player) { /* 订阅玩家相关的游戏事件 */ }
}public class EnemyInitializer : GameObjectInitializer
{// 实现敌人的初始化逻辑// ...
}
以上每个示例都展示了在Unity中模板方法模式的应用,通过抽象类定义一个基本流程或算法结构,而将具体的实现留给子类完成。
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