Unity组件式思想框架 非常好用
Posted sanyejun
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改良了几代版本
组件式设计思想
using System; using System.Collections.Generic; using UnityEngine; public class Entity { public static Dictionary<Type, object> compDic = new Dictionary<Type, object>(); /// <summary> /// 添加组件 /// </summary> /// <typeparam name="T"></typeparam> /// <returns></returns> public static T AddComp<T>() where T : new() { Type type = typeof (T); T t = (T)Activator.CreateInstance(type); if (!compDic.ContainsKey(type)) { compDic.Add(type, t); } else { Debug.LogError("不能重复添加组件"); } return t; } /// <summary> /// 添加挂在场景中的MonoBehaviour组件脚本 /// </summary> /// <typeparam name="T"></typeparam> /// <returns></returns> public static T AddMonoComp<T>() where T : MonoBehaviour { Type type = typeof (T); T t = UnityEngine.Object.FindObjectOfType<T>(); if (t == null) { GameObject go = new GameObject(typeof(T).ToString()); t = go.AddComponent<T>(); } if (!compDic.ContainsKey(type)) { compDic.Add(type, t); } else { Debug.LogError("不能重复添加组件"); } return t; } /// <summary> /// 获取组件 /// </summary> /// <typeparam name="T"></typeparam> /// <returns></returns> public static T GetComp<T>() { Type type = typeof (T); try { return (T)compDic[type]; } catch (Exception e) { Debug.LogError(e); throw; } } }
using System; using System.Collections.Generic; using UnityEngine; public class EntityMono : MonoBehaviour { public Dictionary<Type, object> compDic = new Dictionary<Type, object>(); /// <summary> /// 添加组件 /// </summary> /// <typeparam name="T"></typeparam> /// <returns></returns> public T AddComp<T>() where T : new() { Type type = typeof (T); T t = (T)Activator.CreateInstance(type); if (!compDic.ContainsKey(type)) { compDic.Add(type, t); } else { Debug.LogError("不能重复添加组件"); } return t; } /// <summary> /// 添加挂在场景中的MonoBehaviour组件脚本 /// </summary> /// <typeparam name="T"></typeparam> /// <returns></returns> public T AddMonoComp<T>() where T : MonoBehaviour { Type type = typeof (T); T t = UnityEngine.Object.FindObjectOfType<T>(); if (t == null) { GameObject go = new GameObject(typeof(T).ToString()); t = go.AddComponent<T>(); } if (!compDic.ContainsKey(type)) { compDic.Add(type, t); } else { Debug.LogError("不能重复添加组件"); } return t; } /// <summary> /// 获取组件 /// </summary> /// <typeparam name="T"></typeparam> /// <returns></returns> public T GetComp<T>() { Type type = typeof (T); try { return (T)compDic[type]; } catch (Exception e) { Debug.LogError(e); throw; } } }
实例
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