文章目录

    • 简介
    • 实例1:玩家与UI交互
    • 实例2:战斗模块中的攻击事件协调
    • 实例3:游戏场景中的事件广播
    • 实例4:模块间通信 – 地图导航与角色移动
    • 实例5:UI模块间同步 – 菜单切换与选项状态

简介

在Unity游戏开发中,中介者(Mediator)模式用于降低多个对象之间的耦合度,通过引入一个中介类来封装和管理对象间的交互。下面我将提供五个简化的代码实例来说明如何在Unity项目中应用中介者模式:

实例1:玩家与UI交互

// 定义用户界面组件接口public interface IUiComponent{void UpdateHealth(int health);void UpdateScore(int score);}// 玩家类,实现UI组件接口的更新方法调用public class Player : MonoBehaviour{private Mediator _mediator;public void SetMediator(Mediator mediator){_mediator = mediator;}// 当玩家生命值改变时,通知中介者更新UIpublic void ChangeHealth(int amount){int newHealth = GetHealth() + amount;_mediator.UpdateHealth(newHealth);}// 获取当前生命值的方法(实际项目中会有具体实现)private int GetHealth() { return 100; }}// UI面板类,实现IUiComponent接口public class HealthAndScoreUI : MonoBehaviour, IUiComponent{public void UpdateHealth(int health){// 更新UI显示的生命值Debug.Log("Updating health to: " + health);}public void UpdateScore(int score){// 更新UI显示的分数Debug.Log("Updating score to: " + score);}}// 中介者类public class Mediator{private IUiComponent _ui;public void RegisterUi(IUiComponent ui){_ui = ui;}public void UpdateHealth(int health){if (_ui != null)_ui.UpdateHealth(health);}// 同理可以定义UpdateScore等方法}// 在场景初始化或Awake阶段进行关联public class GameManager : MonoBehaviour{public Mediator Mediator;public Player Player;public HealthAndScoreUI HealthScoreUI;void Start(){Player.SetMediator(Mediator);Mediator.RegisterUi(HealthScoreUI);}}

实例2:战斗模块中的攻击事件协调

public interface IBattleParticipant{void ReceiveDamage(int damage);void Attack(IBattleParticipant target);}public class Warrior : MonoBehaviour, IBattleParticipant{private Mediator _mediator;public void SetMediator(Mediator mediator){_mediator = mediator;}public void AttackButtonClicked(){_mediator.Attack(this);}public void ReceiveDamage(int damage){// 实际处理伤害逻辑}public void Attack(IBattleParticipant target){// 计算并发出攻击int attackDamage = CalculateAttackDamage();_mediator.DistributeDamage(this, target, attackDamage);}// 其他战斗相关方法...}public class BattleMediator{private List<IBattleParticipant> _participants;public void RegisterParticipant(IBattleParticipant participant){_participants.Add(participant);}public void DistributeDamage(IBattleParticipant attacker, IBattleParticipant defender, int damage){defender.ReceiveDamage(damage);}// 其他战斗协调逻辑...}

实例3:游戏场景中的事件广播

public class SceneMediator{private List<IMediatorListener> _listeners;public void RegisterListener(IMediatorListener listener){_listeners.Add(listener);}public void UnregisterListener(IMediatorListener listener){_listeners.Remove(listener);}public void NotifyPlayerJoined(Player player){foreach (var listener in _listeners){listener.OnPlayerJoined(player);}}// 其他事件通知方法...}public interface IMediatorListener{void OnPlayerJoined(Player player);}public class ScoreKeeper : MonoBehaviour, IMediatorListener{public void OnPlayerJoined(Player player){// 更新玩家加入后的得分信息}}public class ChatManager : MonoBehaviour, IMediatorListener{public void OnPlayerJoined(Player player){// 在聊天频道广播玩家加入消息}}

实例4:模块间通信 – 地图导航与角色移动

public interface INavigationRequestor{void RequestMove(Vector3 destination);}public class CharacterController : MonoBehaviour, INavigationRequestor{private NavigationMediator _mediator;public void SetNavigationMediator(NavigationMediator mediator){_mediator = mediator;}public void MoveToTargetPosition(Vector3 position){_mediator.RequestMove(position);}}public class NavigationMediator{private IAstarPathFinder _pathFinder;public void RegisterPathFinder(IAstarPathFinder pathFinder){_pathFinder = pathFinder;}public void RequestMove(Vector3 destination){var path = _pathFinder.FindPath(transform.position, destination);// 处理路径规划结果,并通知CharacterController开始移动}}public interface IAstarPathFinder{List<Vector3> FindPath(Vector3 start, Vector3 end);}

实例5:UI模块间同步 – 菜单切换与选项状态

public interface IMenuComponent{void EnableMenu();void DisableMenu();void NotifyOptionChanged(string optionName, object newValue);}public class MainMenu : MonoBehaviour, IMenuComponent{private MenuMediator _mediator;public void SetMediator(MenuMediator mediator){_mediator = mediator;}public void OnSettingsButtonClicked(){_mediator.ToggleMenuToShow(SettingsMenu.instance);}// 实现菜单启用、禁用以及选项更改的通知方法}public class SettingsMenu : MonoBehaviour, IMenuComponent{// 实现菜单组件接口的方法// ...public void OnResolutionChange(int width, int height){Screen.SetResolution(width, height, true);_mediator.NotifyOptionChanged("Resolution", new Resolution(width, height));}}public class MenuMediator{private IMenuComponent _currentActiveMenu;public void RegisterMenu(IMenuComponent menu){if (_currentActiveMenu == null)ActivateMenu(menu);}public void ToggleMenuToShow(IMenuComponent newMenu){DeactivateCurrentMenu();ActivateMenu(newMenu);}private void ActivateMenu(IMenuComponent menu){_currentActiveMenu = menu;_currentActiveMenu.EnableMenu();}private void DeactivateCurrentMenu(){if (_currentActiveMenu != null){_currentActiveMenu.DisableMenu();_currentActiveMenu = null;}}public void NotifyOptionChanged(string optionName, object newValue){// 根据optionName更新所有关联菜单的状态或其他模块响应选项更改}}

以上每个例子都展示了中介者模式如何在不同场景下作为沟通桥梁,减少直接依赖,简化了各个模块之间的交互逻辑。

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​最后我们放松一下眼睛