unity作业——简单dotween的制作

xiaoxiao2021-02-28  94

这次作业,老师让我们仿制一个简单的dotween,扩展一下transform中的方法,在这里我扩展了三个方法,使得例如调用transform.DoTranslate, transform.DoRotate,Transform.DoScale分别实现物体的平移,旋转和大小的改变。这里老师上课的网站上重点介绍了要实现这几个功能,需要用到协程,动态方法和lambda表达式。lambda表达式在这次作业中我还没有用到,但是协程和动态方法这次是必须要用的。首先我来谈一下我对协程的理解。

协程,可以说是伪线程。即它看上去像线程,但它的中断是显式的,直到指定的事件发生,由ReActor调度程序从当前断点继续执行。 也即是说当我们一般在执行函数调用时,函数会在一帧的时间内完成,若我们不想函数在一帧的时间内完成,而是分步执行,每次只执行一部分,下次执行时由上次执行的最后一句的下一句开始,这时我们就要用到协程。协程定义的方式为:IEnumerator+函数名(参数列表),同时要在返回语句前加上关键字yield,下面我们来看一个具体例子,就是潘老师的网站上所写的。

IEnumerator Fade() { for (float f = 1f; f >= 0; f -= 0.1f) { Color c = renderer.material.color; c.a = f; renderer.material.color = c; yield return null; } } 上述程序表示每当启动Fade启动后就会获得cpu时间,知道yield中断语句的执行。return null表示下次update事件发生时,自动从下一条语句执行。上述函数是一个渐变的改 变颜色的函数,可以助我们更好的实现颜色的变化。 启动协程。 void Update() { if (Input.GetKeyDown("f")) { StartCoroutine("Fade"); } } 以上工作就完成了协程的启动,因为这次我们的任务是要求在一定的时间内实现对物体Transform属性的改变,因此必须要用到协程。

下面是我对扩展方法的理解。 扩展方法则是在现有的类中增加方法,无需继承就可以改写类,这次我们就需要在Transform类中增加三个方法。 扩展方法的格式为:public static 返回类型 函数名(this Typeanme class, 参数){}这样就扩展出了一个方法,以下引用一段微软官方的对扩展方法的解释。 扩展方法使你能够向现有类型“添加”方法,而无需创建新的派生类型、重新编译或以其他方式修改原始类型。 扩展方法是一种特殊的静态方法,但可以像扩展类型上的实例方法一样进行调用。 下面是一段老师网站的代码,帮助我们重点理解一下扩展方法。 public static class extend_method_test{ //This is Extened Method, The first parameter beging with (this Type name, args) public static bool NextBool(this System.Random random) { return random.NextDouble() > 0.5; } } public class NewBehaviourScript : MonoBehaviour { // Use this for initialization void Start () { System.Random rand = new System.Random(); print (rand.NextBool ()); } // Update is called once per frame void Update () { } } 这里就在系统类System.Random中增加了一个新的方法NextBool,即返回下一个大于0.5的随机数。 在有了上述准备知识后,这次作业就比较容易理解了,首先是dotween类的编写,我们这里实现第一个效果DoRotate,使得物体能够在指定的时间内平移一定角度。 dotween对应的是相应动作的协程,和动作对应的协程一一对应,里面存储了关于这个动作的各个信息,其中包括要为其设置协程。还有两个比较重要的变量,isPause和autoKill,autoKill代表的是对应的动作结束后是否自动销毁,而isPause则意味着显示决定动作是否暂停和继续。 public class dotween{ public string name; //对应的动作名 public Coroutine coroutine = null; // 要添加的协程 public Transform trans = null; public float time; public bool isPause = false; public bool autoKill = true; public Vector3 target; public delegate void OnComplete(); // 相应的委托 public OnComplete onComplete = null; public dotween(string s, Transform t, Vector3 v, float ti, Coroutine c) { name = s; trans = t; target = v; time = ti; //Dotween.getInstance ().Add (this); } //设置协程 public void setCoroutine(Coroutine c) { coroutine = c; } //杀死协程,此时只是第一步,我们先求实现一个动作,不添加工厂管理这些动作,将与工厂有关的代码先注释掉 public void Kill() { MonoBehaviour mono = trans.GetComponent<MonoBehaviour> (); mono.StopCoroutine (coroutine); //Dotween.getInstance ().Remove (this); } public void play() { isPause = false; } public void Pause() { isPause = true; } //设置回调函数,可以设置多个回调函数 public void setOnComplete(OnComplete OnC) { onComplete += OnC; } public void runOnComplete() { if (onComplete != null) { onComplete (); } if (autoKill) { Kill (); } } //设置是否杀死自动杀死协程的方法 public void setAutoKill(bool b) { autoKill = b; } } 下面是具体的扩展动作类的实现,这里我们先扩展一个方法DoRotate。因为老师网站上已经为我们写好了大致框架,我们只需要完成一些具体的功能即可。 public static class extension_method{ //在给定的时间内旋转一定角度 public static IEnumerator DoRotate(this MonoBehaviour mono, dotween dot) { //计算出要旋转的角度 Vector3 angle = (dot.target - dot.trans.position) / dot.time; for (float f = 0.0f; f <= dot.time; f += Time.deltaTime) { dot.trans.Rotate (angle*Time.deltaTime); //Debug.Log ("rotate:"); yield return null; //如果isPause变量值为true,表示动作暂停,则接下来动作不会执行 while (dot.isPause == true) { yield return null; } } //执行完后,进行广播 dot.runOnComplete (); } public static dotween DoRotate(this Transform transform, Vector3 target, float time) { MonoBehaviour mono = transform.GetComponents<MonoBehaviour> () [0]; //新建一个动作dotween dotween dot = new dotween ("DoRotate", transform, target, time, null); //为该方法新建协程 Coroutine coroutine = mono.StartCoroutine (mono.DoRotate (dot)); //设置协程 dot.setCoroutine (coroutine); return dot; } } 然后一个具体的扩展方法就完成了。我们来看一下具体的运动效果 初始的位置和旋转角度 旋转后的角度,可以看出物体的角度发生了旋转,我们的扩展方法实现了。 我们当前只是实现了一个简单的动作,为了更好的管理更多动作,我们还要设置一个工厂,管理具体的动作的产生和税收,下面是工厂类DotweenFactory的实现 public class DotweenFactory { private static List<dotween> dotList = new List<dotween> (); private static DotweenFactory dot = null; //单实例模式 public static DotweenFactory getInstance() { if (dot == null) { dot = new DotweenFactory (); } return dot; } //添加一个dotween对象 public void Add(dotween d) { dotList.Add (d); } //移除一个dotween对象 public void Remove(dotween d) { dotList.Remove (d); } //暂停所有动作 public static void PauseAll() { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { dotList [i].Pause (); } } //暂停特定变量名的动作 public static void Pause(string s) { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { if (dotList [i].name == s) { dotList [i].Pause (); Debug.Log (s, "has been paused"); } } } //演示所有动作 public static void playAll() { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { dotList [i].play (); } } //演示特定方法名的动作 public static void play(string s) { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { if (dotList [i].name == s) { dotList [i].play (); Debug.Log (s, "has been played"); } } } //杀死所有动作 public static void KillAll() { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { dotList [i].Kill (); } } //杀死特定方法名的动作 public static void Kill(string s) { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { if (dotList [i].name == s) { dotList [i].Kill (); Debug.Log (s, "has been killed"); } } } } 刚才我们只扩展了一个动作,现在我们来扩展接下来两个动作,分别是平移和改变大小。代码如下。 public static IEnumerator DoTranslate(this MonoBehaviour mono, dotween dot) { Vector3 dis = (dot.target - dot.trans.position) / dot.time; for (float f = 0.0f; f <= dot.time; f += Time.deltaTime) { dot.trans.Translate (dis * Time.deltaTime); //Debug.Log ("transform:"); yield return null; while (dot.isPause == true) { yield return null; } } dot.runOnComplete (); } public static dotween DoTranslate(this Transform transform, Vector3 target, float time) { MonoBehaviour mono = transform.GetComponents<MonoBehaviour> () [0]; dotween dot = new dotween ("DoTranslate", transform, target, time, null); Coroutine coroutine = mono.StartCoroutine (mono.DoTranslate (dot)); dot.setCoroutine (coroutine); return dot; } public static IEnumerator DoScale(this MonoBehaviour mono, dotween dot) { Vector3 scale = (dot.target - dot.trans.position) / dot.time; for (float f = 0.0f; f <= dot.time; f += Time.deltaTime) { dot.trans.localScale += scale * Time.deltaTime; //Debug.Log ("changeScale:"); yield return null; while (dot.isPause == true) { yield return null; } } dot.runOnComplete (); } public static dotween DoScale(this Transform transform, Vector3 target, float time) { MonoBehaviour mono = transform.GetComponents<MonoBehaviour> () [0]; dotween dot = new dotween ("DoScale", transform, target, time, null); Coroutine coroutine = mono.StartCoroutine (mono.DoScale (dot)); dot.setCoroutine (coroutine); return dot; } } 接下来是测试代码,这里将动作和工厂一起测试。 初始位置 结束后 可以看出运动到了我们想要的位置。接下来是全部的代码using System.Collections; using System.Collections.Generic; using UnityEngine; using Dotween.MyDotween; namespace Dotween.MyDotween{ public class DotweenFactory { private static List<dotween> dotList = new List<dotween> (); private static DotweenFactory dot = null; public static DotweenFactory getInstance() { if (dot == null) { dot = new DotweenFactory (); } return dot; } public void Add(dotween d) { dotList.Add (d); Debug.Log ("success add"); } public void Remove(dotween d) { dotList.Remove (d); } public static void PauseAll() { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { dotList [i].Pause (); } } public static void Pause(string s) { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { if (dotList [i].name == s) { dotList [i].Pause (); Debug.Log("dot has been paused"); } } } public static void playAll() { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { dotList [i].play (); } } public static void play(string s) { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { if (dotList [i].name == s) { dotList [i].play (); Debug.Log ("dot has been played"); } } } public static void KillAll() { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { dotList [i].Kill (); } } public static void Kill(string s) { int count = dotList.Count - 1; for (int i = count; i >= 0; i--) { if (dotList [i].name == s) { dotList [i].Kill (); Debug.Log ( "dot has been killed"); } } } } public class dotween{ public string name; public Coroutine coroutine = null; public Transform trans = null; public float time; public bool isPause = false; public bool autoKill = true; public Vector3 target; public delegate void OnComplete(); public OnComplete onComplete = null; public dotween(string s, Transform t, Vector3 v, float ti, Coroutine c) { name = s; trans = t; target = v; time = ti; DotweenFactory.getInstance ().Add (this); } public void setCoroutine(Coroutine c) { coroutine = c; } public void Kill() { MonoBehaviour mono = trans.GetComponent<MonoBehaviour> (); mono.StopCoroutine (coroutine); //Dotween.getInstance ().Remove (this); } public void play() { isPause = false; } public void Pause() { isPause = true; } public void setOnComplete(OnComplete OnC) { onComplete += OnC; } public void runOnComplete() { if (onComplete != null) { onComplete (); } if (autoKill) { Kill (); } } public void setAutoKill(bool b) { autoKill = b; } } public static class extension_method{ public static IEnumerator DoTranslate(this MonoBehaviour mono, dotween dot) { Vector3 dis = (dot.target - dot.trans.position) / dot.time; for (float f = 0.0f; f <= dot.time; f += Time.deltaTime) { dot.trans.Translate (dis * Time.deltaTime); //Debug.Log ("transform:"); yield return null; while (dot.isPause == true) { yield return null; } } dot.runOnComplete (); } public static dotween DoTranslate(this Transform transform, Vector3 target, float time) { MonoBehaviour mono = transform.GetComponents<MonoBehaviour> () [0]; dotween dot = new dotween ("DoTranslate", transform, target, time, null); Coroutine coroutine = mono.StartCoroutine (mono.DoTranslate (dot)); dot.setCoroutine (coroutine); return dot; } public static IEnumerator DoRotate(this MonoBehaviour mono, dotween dot) { Vector3 angle = (dot.target - dot.trans.position) / dot.time; for (float f = 0.0f; f <= dot.time; f += Time.deltaTime) { dot.trans.Rotate (angle*Time.deltaTime); //Debug.Log ("rotate:"); yield return null; while (dot.isPause == true) { yield return null; } } dot.runOnComplete (); } public static dotween DoRotate(this Transform transform, Vector3 target, float time) { MonoBehaviour mono = transform.GetComponents<MonoBehaviour> () [0]; dotween dot = new dotween ("DoRotate", transform, target, time, null); Coroutine coroutine = mono.StartCoroutine (mono.DoRotate (dot)); dot.setCoroutine (coroutine); return dot; } public static IEnumerator DoScale(this MonoBehaviour mono, dotween dot) { Vector3 scale = (dot.target - dot.trans.position) / dot.time; for (float f = 0.0f; f <= dot.time; f += Time.deltaTime) { dot.trans.localScale += scale * Time.deltaTime; //Debug.Log ("changeScale:"); yield return null; while (dot.isPause == true) { yield return null; } } dot.runOnComplete (); } public static dotween DoScale(this Transform transform, Vector3 target, float time) { MonoBehaviour mono = transform.GetComponents<MonoBehaviour> () [0]; dotween dot = new dotween ("DoScale", transform, target, time, null); Coroutine coroutine = mono.StartCoroutine (mono.DoScale (dot)); dot.setCoroutine (coroutine); return dot; } } } test.cs using System.Collections; using System.Collections.Generic; using UnityEngine; using Dotween.MyDotween; public class test : MonoBehaviour { dotween dot1,dot2,dot3; DotweenFactory dotFact; // Use this for initialization void Start () { //transform.Rotate (Vector3.right * Time.deltaTime); dotFact = DotweenFactory.getInstance(); dot1 = transform.DoRotate (new Vector3 (50, 50, 50), 5.0f); dotFact.Add (dot1); dot2 = transform.DoTranslate (new Vector3 (3, 4, 5), 5.0f); dotFact.Add (dot2); dot3 = transform.DoScale (new Vector3 (5, 5, 5), 5.0f); dotFact.Add (dot3); } // Update is called once per frame void Update () { //transform.Rotate (Vector3.right * Time.deltaTime); } }

 

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