15.MVX框架-MVVM框架-主面板Panel面板层
15.1 知识点
导入BaseFramwork基础框架,数据层不需要修改,直接拿普通的MVC中的数据层就行
定义MVVM_MainPanel,这个类继承自BaseUGUIPanel,可以理解为是界面层和逻辑层的融合。
初始化更新面板,并添加数据更新时的监听
public override void Init()
{
// 第一次打开时更新
UpdateInfo(MVVM_PlayerModel.Data);
// 添加数据更新事件监听
MVVM_PlayerModel.Data.AddEventListener(UpdateInfo);
}
处理按钮点击事件,根据按钮名称执行相应的逻辑。
protected override void OnButtonInitClick(string btnName)
{
base.OnButtonInitClick(btnName);
switch (btnName)
{
case "btnRole":
// 处理角色面板打开
BaseUGUIManager.Instance.ShowPanel<MVVM_RolePanel>(BaseUGUIManager.UI_SAVE_PATH + "MVVM/");
break;
}
}
定义方法更新界面上的文本信息,根据传入的数据更新相应的 UI 元素。
public void UpdateInfo(MVVM_PlayerModel data)
{
// 直接在这获取控件进行更新
GetUIElement<Text>("txtName").text = data.PlayerName;
GetUIElement<Text>("txtLev").text = "LV." + data.Lev;
GetUIElement<Text>("txtMoney").text = data.Money.ToString();
GetUIElement<Text>("txtGem").text = data.Gem.ToString();
GetUIElement<Text>("txtPower").text = data.Power.ToString();
}
销毁时移除监听
private void OnDestroy()
{
// 移除数据更新事件监听
MVVM_PlayerModel.Data.RemoveEventListener(UpdateInfo);
}
添加主入口进行测试
using System.Collections;
using System.Collections.Generic;
using BaseFramework;
using UnityEngine;
public class MVVMMain : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown(KeyCode.M))
{
//显示主面板
BaseUGUIManager.Instance.ShowPanel<MVVM_MainPanel>(BaseUGUIManager.UI_SAVE_PATH + "MVVM/");
}
else if (Input.GetKeyDown(KeyCode.N))
{
//隐藏主面板
BaseUGUIManager.Instance.HidePanel<MVVM_MainPanel>();
}
}
}
15.2 知识点代码
MVVM_PlayerModel
using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// 作为一个唯一的数据模型 一般情况 要不自己是个单例模式对象
/// 要不自己存在在一个单例模式对象中
/// </summary>
public class MVVM_PlayerModel
{
//数据内容
private string playerName;
public string PlayerName
{
get
{
return playerName;
}
}
private int lev;
public int Lev
{
get
{
return lev;
}
}
private int money;
public int Money
{
get
{
return money;
}
}
private int gem;
public int Gem
{
get
{
return gem;
}
}
private int power;
public int Power
{
get
{
return power;
}
}
private int hp;
public int HP
{
get
{
return hp;
}
}
private int atk;
public int Atk
{
get
{
return atk;
}
}
private int def;
public int Def
{
get
{
return def;
}
}
private int crit;
public int Crit
{
get
{
return crit;
}
}
private int miss;
public int Miss
{
get
{
return miss;
}
}
private int luck;
public int Luck
{
get
{
return luck;
}
}
//通知外部更新的事件
//通过它和外部建立联系 而不是直接获取外部的面板
private event UnityAction<MVVM_PlayerModel> updateEvent;
//在外部第一次获取这个数据 如何获取
//通过单例模式 来达到数据的唯一性 和数据的获取
private static MVVM_PlayerModel data = null;
public static MVVM_PlayerModel Data
{
get
{
if( data == null )
{
data = new MVVM_PlayerModel();
data.Init();
}
return data;
}
}
//数据相关的操作
// 初始化
public void Init()
{
playerName = PlayerPrefs.GetString("PlayerName", "韬老狮");
lev = PlayerPrefs.GetInt("PlayerLev", 1);
money = PlayerPrefs.GetInt("PlayerMoney", 9999);
gem = PlayerPrefs.GetInt("PlayerGem", 8888);
power = PlayerPrefs.GetInt("PlayerPower", 99);
hp = PlayerPrefs.GetInt("PlayerHp", 100);
atk = PlayerPrefs.GetInt("PlayerAtk", 20);
def = PlayerPrefs.GetInt("PlayerDef", 10);
crit = PlayerPrefs.GetInt("PlayerCrit", 20);
miss = PlayerPrefs.GetInt("PlayerMiss", 10);
luck = PlayerPrefs.GetInt("PlayerLuck", 40);
}
// 更新 升级
public void LevUp()
{
//升级 改变内容
lev += 1;
hp += lev;
atk += lev;
def += lev;
crit += lev;
miss += lev;
luck += lev;
//改变过后保存
SaveData();
}
// 保存
public void SaveData()
{
//把这些数据内容 存储到本地
PlayerPrefs.SetString("PlayerName", playerName);
PlayerPrefs.SetInt("PlayerLev", lev);
PlayerPrefs.SetInt("PlayerMoney", money);
PlayerPrefs.SetInt("PlayerGem", gem);
PlayerPrefs.SetInt("PlayerPower", power);
PlayerPrefs.SetInt("PlayerHp", hp);
PlayerPrefs.SetInt("PlayerAtk", atk);
PlayerPrefs.SetInt("PlayerDef", def);
PlayerPrefs.SetInt("PlayerCrit", crit);
PlayerPrefs.SetInt("PlayerMiss", miss);
PlayerPrefs.SetInt("PlayerLuck", luck);
UpdateInfo();
}
public void AddEventListener(UnityAction<MVVM_PlayerModel> function)
{
updateEvent += function;
}
public void RemoveEventListener(UnityAction<MVVM_PlayerModel> function)
{
updateEvent -= function;
}
//通知外部更新数据的方法
private void UpdateInfo()
{
//找到对应的 使用数据的脚本 去更新数据
if( updateEvent != null )
{
updateEvent(this);
}
}
}
MVVM_MainPanel
using System.Collections;
using System.Collections.Generic;
using BaseFramework;
using UnityEngine;
using UnityEngine.UI;
public class MVVM_MainPanel : BaseUGUIPanel
{
//1.找控件 通过集成小框架中的 UI基类实现了
//2.逻辑处理
//3.数据更新
public override void Init()
{
//第一次打开时更新
UpdateInfo(MVVM_PlayerModel.Data);
MVVM_PlayerModel.Data.AddEventListener(UpdateInfo);
}
protected override void OnButtonInitClick(string btnName)
{
base.OnButtonInitClick(btnName);
switch (btnName)
{
case "btnRole":
//处理角色面板打开
BaseUGUIManager.Instance.ShowPanel<MVVM_RolePanel>(BaseUGUIManager.UI_SAVE_PATH + "MVVM/");
break;
}
}
public void UpdateInfo(MVVM_PlayerModel data)
{
//直接在这获取控件 进行更新
GetUIElement<Text>("txtName").text = data.PlayerName;
GetUIElement<Text>("txtLev").text = "LV." + data.Lev;
GetUIElement<Text>("txtMoney").text = data.Money.ToString();
GetUIElement<Text>("txtGem").text = data.Gem.ToString();
GetUIElement<Text>("txtPower").text = data.Power.ToString();
}
private void OnDestroy()
{
MVVM_PlayerModel.Data.RemoveEventListener(UpdateInfo);
}
}
MVVMMain
using System.Collections;
using System.Collections.Generic;
using BaseFramework;
using UnityEngine;
public class MVVMMain : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown(KeyCode.M))
{
//显示主面板
BaseUGUIManager.Instance.ShowPanel<MVVM_MainPanel>(BaseUGUIManager.UI_SAVE_PATH + "MVVM/");
}
else if (Input.GetKeyDown(KeyCode.N))
{
//隐藏主面板
BaseUGUIManager.Instance.HidePanel<MVVM_MainPanel>();
}
}
}
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