unity3d + PureMVC框架搭建
0、流程:LoginView-SendNotification()---->LoginCommand--Execute()--->調用proxy中的函數操作模型數據--LoginProxy---->接收服務器返回-操作數據-返回通知視圖控制器--LoginMediator--->操作視圖。
(雖然很繁瑣,一個功能需要寫很多個文件,但是對于大型項目來說使用起來是很舒服的。比如A復制背包,B復制商場,這里都需要用到人物的金幣信息,對與A/B來說我只要監聽到了金幣更新的操作,我就通過視圖控制器來做update操作就可以了,不關心是誰的操作引起的金幣變化。好處就不多說了,看下面代碼吧)
1、下載puremvc,http://www.puremvc.org/
2、復制puremvc源代碼到項目scripts目錄下
3、AppFacade.cs文件,這是puremvc的啟動文件
using UnityEngine; using System.Collections; using PureMVC.Patterns; using PureMVC.Interfaces; public class AppFacade : Facade,IFacade { public const string STARTUP = "starup"; public const string LOGIN = "login"; private static AppFacade _instance; public static AppFacade getInstance { get{ if (_instance == null) { _instance = new AppFacade (); } return _instance; } } protected override void InitializeController () { base.InitializeController (); RegisterCommand (STARTUP, typeof(StartupCommand)); RegisterCommand (NotiConst.S_LOGIN, typeof(LoginCommand)); } public void startup() { SendNotification (STARTUP); } }
4、在場景中創建一個GameManager.cs文件,掛在Main Camera上
using UnityEngine; using System.Collections; public class GameManager : MonoBehaviour { // Use this for initialization void Start () { DontDestroyOnLoad (this.gameObject); AppFacade.getInstance.startup (); } // Update is called once per frame void Update () { } }
5、編寫StartupCommand.cs文件,在這里注冊所有的command。
using UnityEngine; using System.Collections; using PureMVC.Patterns; public class StartupCommand : MacroCommand { protected override void InitializeMacroCommand () { AddSubCommand (typeof(ModelPreCommand)); } }
5、創建ModelPreCommand.cs文件,這里注冊proxy文件。
// 創建Proxy,并注冊。 public class ModelPreCommand : SimpleCommand { public override void Execute (PureMVC.Interfaces.INotification notification) { Facade.RegisterProxy (new LoginProxy()); } }
6、在AppFacade.cs文件InitializeController方法中注冊消息號與Command直接的監聽關系。這里使用了NotiConst來定義所有的消息號。
7、創建LoginView.cs這是一個視圖文件,同時創建LoginViewMediator.cs文件。
using UnityEngine; using System.Collections; using System.Collections.Generic; using PureMVC.Patterns; using PureMVC.Interfaces; public class LoginViewMediator : Mediator,IMediator { public const string NAME = "LoginViewMediator"; public LoginViewMediator(LoginView _view):base(NAME,_view){ } //需要監聽的消息號 public override System.Collections.Generic.IList<string> ListNotificationInterests () { List<string> list = new List<string>(); list.Add (NotiConst.R_LOGIN); return list; } //接收消息到消息之后處理 public override void HandleNotification (PureMVC.Interfaces.INotification notification) { string name = notification.Name; object vo = notification.Body; switch (name) { case NotiConst.R_LOGIN: (this.ViewComponent as LoginView).receiveMessage (vo); break; } } }
LoginView.cs
void Start () { //注冊mediator AppFacade.getInstance.RegisterMediator (new LoginViewMediator (this)); } void OnDestory(){ AppFacade.getInstance.RemoveMediator (LoginViewMediator.NAME); }
8、編寫LoginCommand.cs文件,監聽發送過來的消息。
在AppFacade里面InitializeController注冊:RegisterCommand (NotiConst.S_LOGIN, typeof(LoginCommand));
using UnityEngine; using System.Collections; using PureMVC.Patterns; public class LoginCommand : SimpleCommand { public override void Execute (PureMVC.Interfaces.INotification notification) { Debug.Log ("LoginCommand"); object obj = notification.Body; LoginProxy loginProxy; loginProxy = Facade.RetrieveProxy (LoginProxy.NAME) as LoginProxy; string name = notification.Name; switch (name) { case NotiConst.S_LOGIN: loginProxy.sendLogin (obj); break; } } }
9、創建LoginProxy.cs文件,這里復制數據處理,與服務器通訊等操作。
using UnityEngine; using System.Collections; using PureMVC.Patterns; using PureMVC.Interfaces; using LitJson; public class LoginProxy : Proxy,IProxy { public const string NAME = "LoginProxy"; // Use this for initialization public LoginProxy():base(NAME){} //請求登陸 public void sendLogin(object data) { //與服務器通訊,返回消息處理玩之后,如果需要改變試圖則調用下面消息 receiveLogin(); } // 登陸返回 private void receiveLogin(JsonData rData) { SendNotification (NotiConst.R_LOGIN, rData); } }
10、測試。在視圖里面創建一個按鈕點擊按鈕發送登陸消息。
void sendNotice(){ int obj = 233333; AppFacade.getInstance.SendNotification (NotiConst.S_LOGIN,obj); }
然后在寫一個接收到服務器端返回數據的操作函數
public void receiveLogin(object obj){ //下一步操作 }