在Unity中MVC框架的应用

其实我之前写过文章来讲这个,现在理解更深刻,来补上一些见解

说起MVC,大家应该都熟悉,M:模型、V:视图、C:控制器,他们的流程就是这样:

 讲的通俗一点,MVC就是将这些东西各司其职,在出现问题或者有修改,或者换皮时无比方便,

在这里我选择用,按下键让面板显示隐藏的案例,废话不多说,开整

新建一个工程,创建一下文件夹,Model、View、Controller,方便管理

 我们先从控制器开始,新建GameRoot脚本,脚本中写入以下代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GameRoot : MonoBehaviour
{
    [SerializeField] UserInfoView userInfoView;
    // Start is called before the first frame update
    void Start()
    {
        userInfoView.ClickBtnAction = () =>
        {
            Debug.Log("点击了测试按钮");
        };
    }

    private void Update()
    {
        if(Input.GetKeyDown(KeyCode.A))
        {
            UserInfoModel info = new UserInfoModel() { subjectName="5",userName="张三",examType="考试模式"};
            userInfoView.Refresh(info);
        }

        if (Input.GetKeyDown(KeyCode.B))
        {
            UserInfoModel info = new UserInfoModel() { subjectName = "6", userName = "李四", examType = "练习模式" };
            userInfoView.Refresh(info);
        }
        if (Input.GetKeyDown(KeyCode.Q))
        {
            UserInfoModel info = new UserInfoModel() {  };
            userInfoView.show();
        }
        if(Input.GetKeyDown(KeyCode.W))
        {
            UserInfoModel info = new UserInfoModel() {  };
            userInfoView.Hide();
        }
    }
}

然后新建model脚本

public class UserInfoModel
{
    public string subjectName;
    public string userName;
    public string examType;
}

model可以不挂载对象,(其实在model下面还有一层数据中心,在这里不多赘述)

再新建View脚本

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class UserInfoView : MonoBehaviour
{
    [SerializeField] Text subjectName;
    [SerializeField] Text userName;
    [SerializeField] Text examType;
    [SerializeField] Button testBtn;
    [SerializeField] Image Image;
    [SerializeField] Image bg;
    public Action ClickBtnAction;
    Color color1 = new Color(1, 1, 1, 1);
    Color color2 = new Color(1, 1, 1, 0);

    private void Start()
    {
        testBtn.onClick.AddListener(() =>
        {
            ClickBtnAction?.Invoke();
        });
    }

    public void Refresh(UserInfoModel info)
    {
        subjectName.text = info.subjectName;
        userName.text = info.userName;
        examType.text = info.examType;
    }
    public void show()
    {
        Image.color = color1;
        subjectName.color = color1;
        userName.color = color1;
        examType.color = color1;
        testBtn.gameObject.SetActive(true);
        bg.color = color1;
    }
    public void Hide()
    {
        Image.color = color2;
        subjectName.color = color2;
        userName.color = color2;
        examType.color = color2;
        testBtn.gameObject.SetActive(false);
        bg.color = color2;
    }
}

大体框架就是这样,我们回到场景,新建Canvas,里面新建相对应的东西,然后开始运行

 无非就是各司其职,View就只执行UI的出现与消失,Model只执行数据的处理,Controller则负责流程的控制,这只是初阶写法,后面还有发送消息,方法封装,数据绑定等等,写法多样,但是能实现的方法都是好方法

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转载自blog.csdn.net/k253316/article/details/126139795
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