Unity3d游戏开发框架-标志量,数学管理类,时间管理,Log日志管理

发表于2018-09-10
评论0 1.3k浏览
前面已经给大家介绍了Unity3d游戏开发框架中时间管理类,设置时间执行方法,本篇文章给大家分享在游戏开发框架中常用到几个部分,包含标志量,数学管理类,时间管理,Log日志管理等,熟悉这几个相信对于大家的项目开发会很有帮助。
 
新建一个文件夹:Util

新建C#文件:
1.GmagFalag.cs
2.Log.cs
3.MathUtilLite.cs
4.TimeMgr.cs

标志量有什么用?可以标记人物的状态,攻击,奔跑·······
using UnityEngine;
using System.Collections;
public class GmagFalag
{
    /// <summary>
    /// 标志量
    /// </summary>
    private long mValue = 0;
    /// <summary>
    /// 标志量
    /// </summary>
    public long Value
    {
        get
        {
            return mValue;
        }
        set
        {
            mValue = value;
        }
    }
    public GmagFalag()
    {
    }
    public GmagFalag(long flag)
    {
        mValue = flag;
    }
    /// <summary>
    /// 添加一个标志量
    /// </summary>
    /// <param name="flag">要添加的标志量</param>
    /// <returns></returns>
    public long AddFlag(long flag)
    {
        mValue |= flag;
        return mValue;
    }
    /// <summary>
    /// 移除一个标志量
    /// </summary>
    /// <param name="flag">标志量</param>
    /// <returns></returns>
    public long RemoveFlag(long flag)
    {
        mValue &= ~flag;
        return mValue;
    }
    /// <summary>
    /// 添加或移除一个标志量
    /// </summary>
    /// <param name="remove">是否移除</param>
    /// <param name="flag">标志量</param>
    /// <returns></returns>
    public long ModifyFlag(bool remove,long flag)
    {
        mValue = remove ? RemoveFlag(flag) : AddFlag(flag);
        return mValue;
    }
    /// <summary>
    /// 某个标志量是否存在
    /// </summary>
    /// <param name="flag">标志量</param>
    /// <returns></returns>
    public bool HasFlag(long flag)
    {
        return ((mValue & flag) != 0);
    }
}

下面是对GmagFalag测试代码:
using UnityEngine;
using System.Collections;
public class TestGmagFalag : MonoBehaviour 
{
    public enum PlayerAction : long
    {
        Attack = 1L,
        Run = 1L << 1,//右移运算符
        CoolDown = 1L << 2,
    }
    GmagFalag flag = new GmagFalag();
    void Awake() 
    {
        flag.AddFlag((long)PlayerAction.Attack);
    }
    void Start()
    {
        if (flag.HasFlag((long)PlayerAction.Attack))
        {
            Debug.Log("-------------");
            flag.RemoveFlag((long)PlayerAction.Attack);
            flag.AddFlag((long)PlayerAction.Run);
            flag.AddFlag((long)PlayerAction.CoolDown);
        }
        if (!flag.HasFlag((long)PlayerAction.Attack) 
            && flag.HasFlag((long)PlayerAction.Run)
            && flag.HasFlag((long)PlayerAction.CoolDown))
        {
            Debug.Log("Has Two");
        }
    }
    void Update() 
    {
    }
}
using UnityEngine;
using System.Collections;
public class Log
{ 
    public delegate void LogFunc(object obj);
    public static LogFunc Error = UnityEngine.Debug.LogError;
#if UNITY_EDITOR
    public static LogFunc Debug = UnityEngine.Debug.Log;
    public static LogFunc Warning = UnityEngine.Debug.LogWarning;
#else
    public static void Debug(object obj)
    {
    }
    public static void Warning(object obj)
    {
    }
#endif
}
using UnityEngine;
using System.Collections;
using System;
public class MathUtilLite
{
    #region 常量
    public static Vector3 AxisX = new Vector3(1, 0, 0);
    public static Vector3 AxisY = new Vector3(0, 1, 0);
    public static Vector3 AxisZ = new Vector3(0, 0, 1);
    public static Vector3 XYZ1 = Vector3.one;
    public static float ONE_DIV_PI = 1.0f / Mathf.PI;
    public static float COS_15 = Mathf.Cos(Mathf.Deg2Rad * 15.0f);
    public static float COS_35 = Mathf.Cos(Mathf.Deg2Rad * 35.0f);
    public static float COS_45 = Mathf.Cos(Mathf.Deg2Rad * 45.0f);
    public static float COS_75 = Mathf.Cos(Mathf.Deg2Rad * 75.0f);
    public static float COS_60 = Mathf.Cos(Mathf.Deg2Rad * 60.0f);
    public static float COS_30 = Mathf.Cos(Mathf.Deg2Rad * 30.0f);
    public static float COS_20 = Mathf.Cos(Mathf.Deg2Rad * 20.0f);
    public static Vector2 AxisX2D = new Vector2(1, 0);
    public static Vector2 AxisY2D = new Vector2(0, 1);
    public static float EPSILON = 0.001f;
    #endregion
    /// <summary>
    /// 时间戳转换成时间
    /// </summary>
    /// <param name="t">时间戳</param>
    /// <returns></returns>
    public static System.DateTime TransToDateTime(uint t)
    {
        System.DateTime dt = System.TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1));
        long lTime = long.Parse(t.ToString() + "0000000");
        System.TimeSpan toNow = new System.TimeSpan(lTime);
        return dt.Add(toNow);
    }
    /// <summary>
    /// 计算两个三维坐标相差的距离
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <returns>距离</returns>
    public static float DistancePow(Vector3 a, Vector3 b)
    {
        return (a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y) + (a.z - b.z) * (a.z - b.z);
    }
    /// <summary>
    /// 计算两个二维坐标相差的距离
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <returns>长度</returns>
    public static float DistancePow(Vector2 a, Vector2 b)
    {
        return (a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y);
    }
    //andeeee from the Unity forum's steller Catmull-Rom class ( http://forum.unity3d.com/viewtopic.php?p=218400#218400 ):
    public static Vector3 Interp(Vector3[] pts, float t)
    {
        t = Mathf.Clamp(t, 0.0f, 2.0f);
        int numSections = pts.Length - 3;
        int currPt = Mathf.Min(Mathf.FloorToInt(t * numSections), numSections - 1);
        float u = t * numSections - currPt;
        Vector3 a = pts[currPt];
        Vector3 b = pts[currPt + 1];
        Vector3 c = pts[currPt + 2];
        Vector3 d = pts[currPt + 3];
        return .5f * (
            (-a + 3f * b - 3f * c + d) * (u * u * u)
            + (2f * a - 5f * b + 4f * c - d) * (u * u)
            + (-a + c) * u
            + 2f * b
        );
    }
    /// <summary>
    /// 获取两个点间的夹角
    /// </summary>
    /// <param name="form"></param>
    /// <param name="to"></param>
    /// <returns></returns>
    public static float GetAngle(Vector3 form, Vector3 to)
    {
        Vector3 nVector = Vector3.zero;
        nVector.x = to.x;
        nVector.y = form.y;
        float a = to.y - nVector.y;
        float b = nVector.x - form.x;
        float tan = a / b;
        return Mathf.Atan(tan) * 180.0f * ONE_DIV_PI;
    }
    public static Vector3 ApproximateDir(Vector3 dir)
    {
        float dotX = Vector3.Dot(dir, AxisX);
        float dotZ = Vector3.Dot(dir, AxisZ);
        if(Mathf.Abs(dotX) > Mathf.Abs(dotZ))
        {
            return dotX > 0 ? AxisX : -AxisX;
        }
        else
        {
            return dotZ > 0 ? AxisZ : -AxisZ;
        }
    }
    /// <summary>
    /// normalize 并且返回 长度
    /// </summary>
    /// <param name="vec"></param>
    /// <returns></returns>
    public static float Normalize(ref Vector3 vec)
    {
        float length = Mathf.Sqrt((vec.x * vec.x) + (vec.y * vec.y) + (vec.z * vec.z));
        if (length > 0)
        {
            float oneDivLength = 1.0f / length;
            vec.x = vec.x * oneDivLength;
            vec.y = vec.y * oneDivLength;
            vec.z = vec.z * oneDivLength;
        }
        return length;
    }
    /// <summary>
    /// 尝试到达那个点
    /// </summary>
    /// <param name="dest"></param>
    /// <param name="cur"></param>
    /// <param name="speed"></param>
    /// <param name="time"></param>
    /// <returns></returns>
    public static Vector3 TryToMoveToPosWithSpeed(Vector3 dest, Vector3 cur, float speed, float time)
    {
        Vector3 dir = dest - cur;
        float dis = Normalize(ref dir);
        if (speed * time < dis)
        {
            return cur + dir * speed * time;
        }
        else
        {
            return dest;
        }
    }
    /// <summary>
    /// 移动人物制定距离相差多少的值
    /// </summary>
    /// <param name="dest">目标点</param>
    /// <param name="cur">当前坐标</param>
    /// <param name="speed"></param>
    /// <param name="time">速度</param>
    /// <returns></returns>
    public static Vector3 OffsetToMoveToPosWithSpeed(Vector3 dest, Vector3 cur, float speed, float time)
    {
        Vector3 dir = dest - cur;
        Vector3 maxOffset = dir;
        float dis = Normalize(ref dir);
        if (speed * time < dis)
        {
            return dir * speed * time;
        }
        else
        {
            return maxOffset;
        }
    }
    /// <summary>
    /// float 近似相等
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <returns></returns>
    public static bool IsEqualFloat(float a, float b)
    {
        return (Math.Abs(a - b) < 0.001f);
    }
    public static bool IsEqualFloatRaw(float a, float b)
    {
        return (Math.Abs(a - b) < 0.05f);
    }
    #region 3D空间投影到屏幕坐标
    public static Vector2 ProjectToScreen(Camera cam, Vector3 point)
    {
        Vector3 screenPoint = cam.WorldToScreenPoint(point);
        return new Vector2(screenPoint.x, screenPoint.y);
    }
    #endregion
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TimeMgr : MonoBehaviour 
{
    private static TimeMgr mInstance;
    public static TimeMgr Instance
    {
        get
        {
            return mInstance;
        }
    }
    public delegate void Interval();
    private Dictionary<Interval, float> mDicinterval = new Dictionary<Interval, float>();
    public void AddInterval(Interval interval,float time)
    {
        if (null != interval)
        mDicinterval[interval] = Time.time + time;
    }
    public void RemoveInterval(Interval interval)
    {
         if (null != interval)
         {
             if (mDicinterval.ContainsKey(interval))
             {
                 mDicinterval.Remove(interval);
             }
         }
    }
    // Awake is called when the script instance is being loaded.
    void Awake() 
    {
        mInstance = this;
    }
    void Update()
    {
        if(mDicinterval.Count > 0)
        {
            List<Interval> remove = new List<Interval>();
            foreach(KeyValuePair<Interval,float> KeyValue in mDicinterval)
            {
                if (KeyValue.Value <= Time.time)
                {
                    remove.Add(KeyValue.Key);
                }
            }
            for (int i = 0; i < remove.Count;i++ )
            {
                remove[i]();
                mDicinterval.Remove(remove[i]);
            }
        }
    }
}
来自:https://blog.csdn.net/u013108312/article/details/52387638

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