ZergRush
1.0.0
表示C#反應性庫和統一開發工具集的Unity軟件包。
該工具集由幾個部分組成:
Zergrush.Reactive是一個反應性庫,旨在更好地替代UNIRX。主要目標是管理遊戲/UI狀態和各種“州觀察者”的複雜邏輯依賴性。包括以下部分:
Zergrush.codegen是一種代碼生成工具,可以為您的數據模型添加大量各種功能,例如,它可以添加:
Zergrush.utils collections of variuos工具,用於上述庫的常見Gamedev任務和擴展。
現在,安裝過程如下:
使用軟件包管理器> +(button)>添加git url的軟件包...
如果您的項目中沒有newtonsoft.json-for-for-for-json-for-for-for-json-for-for-json-for-for-json-for-json-for-json-
https://github.com/jilleJr/Newtonsoft.Json-for-Unity.git#upm
然後使用URL安裝此軟件包:
https://github.com/CeleriedAway/ZergRush.git
Zergrush.Reactive的第一部分是EventStream
public interface IEventStream < out T > : IEventStream
{
IDisposable Subscribe ( Action < T > callback ) ;
}
如您所見,它代表了簡單的事件,您可以訂閱以獲取其更新。通常,您的操作不會在訂閱過程中調用。主要實現事件允許“發送()”事件。
訂閱方法返回idisposable可“連接”對象。如果處置,則此連接將不再貼上,並且在此之後不會調用初始回調。最好的用戶酶之一是收集自動處置的連接對象,因此您不會忘記“取消訂閱”
class DogModel
{
EventStream injured ;
EventStream < string > spokeSomething ;
}
class MyView : ConnectableMonoBehaviour
{
void Start ( )
{
// those connections is just a list of IDisposables that will be auto-disposed in OnDestroy callback
connections += dogModel . injured . Subscribe ( ShowBloodSpashes ) ;
// Subscribe extension allowing pass connections as first argument
dogModel . spokeSomething . Subscribe ( connections , ShowTextBubble ) ;
}
void ShowBloodSpashes ( ) { .. . }
void ShowTetBubble ( string text ) { .. . }
}
EventsTreams可以過濾,轉換和合併。像這樣..
// The only real stream allowing to send values
EventStream < int > streamOfNumbers = new EventStream < int > ( ) ;
// Subscribe to this stream and you will receive only event number events sent with streamOfNumbers.
IEventStream < int > streamOfEvenNumbers = streamOfNumbers . Filter ( i => IsEven ( i ) ) ;
// Same with odd numbers.
IEventStream < int > streamOfOddNumbers = streamOfNumbers . Filter ( i => IsOdd ( i ) ) ;
// Here you will receive strings created from numbers
IEventStream < string > streamOfSomeStrings = streamOfEvenNumbers . Map ( i => i . ToString ( ) ) ;
// Here you will receive events from both streams
IEventStream < int > mergedStreamOfNumbers = streamOfEvenNumbers . MergeWith ( streamOfOddNumbers ) ;
但是在遊戲開發中圖書館最有用的部分是單元格
public interface ICell < out T >
{
IDisposable ListenUpdates ( Action < T > reaction ) ;
T value { get ; }
}
細胞的基本API是:
var moneyCount = new Cell < int > ( ) ;
moneyCount . ListenUpdates ( v => Debug . Log ( $" Money changed to { v } " ) ) ;
moneyCount . value = 10 ;
// It is important that all cell api guerantee that setting same value won't trigger update callback
moneyCount . value = 10 ; // Log won't be trigered
var imRich = moneyCount . Select ( m => m > 100 ) ;
它代表一個隨時間變化的值。非常適合表示遊戲數據。
class Item
{
public Cell < int > hpBonus ;
public void Upgrade ( ) => hpBonus . value ++ ;
}
class Weapon
{
public Cell < int > damage ;
}
partial class PlayerData
{
public Cell < int > money ;
public Cell < int > hp ;
public Cell < int > baseMaxHp ;
public void LevelUp ( )
{
baseMaxHp . value ++ ;
hp . value = maxHpTotal . value ;
}
public ReactiveCollection < Item > items ;
public Cell < Weapon > selectedWeapon ;
public void EquipWeapon ( Weapon w ) => selectedWeapon . value = w ;
// Join is the most important operator that transforms ICell<ICell<T>> to just ICell<T>
// That is the core mechanic of cell transformation and
// the one that allows to collapse all dependency layers into one
public ICell < int > damage => selectedWeapon . Map ( w => w . damage ) . Join ( ) ;
// you can use transform api to compose new properties without loosing of its dependancies
// Look how total maxHp is calculated
public ICell < int > maxHpFromItems => items . Map ( i => i . hpBonus ) . ToCellOfCollection ( ) . Map ( itemBuffs => itemBuffs . Sum ( ) ) ;
public ICell < int > maxHpTotal => baseMaxHp . Merge ( maxHpFromItems , ( hp1 , hp2 ) => hp1 + hp2 ) ;
public ICell < float > relativeHp => hp . Merge ( maxHpTotal , ( hp , maxHp ) => hp / ( float ) maxHp ) ;
public ICell < bool > isWounded => relativeHp . Select ( value => value < 0.5f ) ;
}
我希望這個代碼足夠清楚
/*
* To generate code press Shift + Alt + C in unity, or "Code Gen" > "Run CodeGen" from menu
* Some time it is difficult to refactor code because of other generated code
* And new code can be generated only if program is fully compiled, that is IMPORTANT!!!
* Use "Code Gen" > "Generate Stubs" or Shift + Alt + S to generate stub code before or during your refactor
* And when you program is compilable generate code normal way again
*
* Versioning is not supported for BinarySerialization by now
* Json serialization is not very sensitive for versions
*
* Code generation starts with defining tag with task enum value describing which functionality we want to generate
* The simplest one is the following...
*/
[ GenTask (
GenTaskFlags . Serialization | // Fast binary serialize/deserialize methods
GenTaskFlags . JsonSerialization | // Json serialize/deserialize methods
GenTaskFlags . Hash | // Fast hash code calculation
GenTaskFlags . UpdateFrom | // Deep copy optimized for copying into other created similar model
GenTaskFlags . CompareChech | // Function that prints all differences between two models into error log
GenTaskFlags . DefaultConstructor | // Generate Constructor that constructs all class type fields with defaults
GenTaskFlags . PolymorphicConstruction // Allows to save ancestor as base class values as fields or in containers
) ]
// All generated code will be placed into "x_generated" folder
[ GenInLocalFolder ]
public partial class CodeGenSamples : ISerializable
{
// All fields are automatically included
int intField ;
// All properties are not included by default
string stringPropWithoutTagNotIncluded { get ; set ; }
// You need to specify which properties to include with GenInclude tag
[ GenInclude ] string stringProp { get ; set ; }
// You can ignore some fields with GenIgnoreTag
[ GenIgnore ] int someTempIgnoredField ;
// all ref type fields considered not null by default, if null expect exception during generated function calls
string stringFieldMustNotBeNull ;
// Use CanBeNull tag for fields that can be null so code for this case will be generated
[ CanBeNull ] string stringFieldThatCanBeNull ;
// Extension methods for external classes used in generated classes will be generated.
// But extension methods can't access private members, so be careful with that
ExternalClass externalClass ;
Vector3 vector ;
// Other generated objects can be included
[ CanBeNull ] OtherData otherData ;
// You can ignore specific parts of code generation, for example if you do not want default construction of this field
[ GenIgnore ( GenTaskFlags . DefaultConstructor ) ]
OtherData otherData2 ;
List < int > listsOfPrimitivesAreOk ;
List < OtherData > listsOfDataAreOk ;
int [ ] arraysAreOk ;
// Dictionaries are supported but not for deep copy (UpdateFrom) for now...
[ GenIgnore ( GenTaskFlags . UpdateFrom ) ] Dictionary < int , OtherData > dictsAreOk ;
[ GenIgnore ( GenTaskFlags . UpdateFrom ) ] Dictionary < int , List < List < string > > > complexStructuresAreAlsoOk ;
// NOT SUPPORTED
[ GenIgnore ] int [ , ] multyDimArraysAreNotSupported ;
// ZergRush.Reactive primitives are supported
Cell < OtherData > reactiveValue ;
ReactiveCollection < int > reactiveCollections ;
[ GenIgnore ( GenTaskFlags . DefaultConstructor ) ]
public List < CodeGenSamples > ancestorArray = new List < CodeGenSamples >
{
// because of PolymorphicConstruction, Ancestor class will be serialized in right way
new Ancestor ( )
} ;
static void HowToUse ( )
{
var data = new CodeGenSamples ( ) ;
// json serialize
string jsonData = data . SaveToJsonString ( ) ;
// binary serialize
byte [ ] binaryData = data . SaveToBinary ( ) ;
// json deserialize
data = jsonData . LoadFromJsonString < CodeGenSamples > ( ) ;
// binary deserialize
var data2 = binaryData . LoadFromBinary < CodeGenSamples > ( ) ;
// deep copy data2 into data
data . UpdateFrom ( data2 ) ;
// compare data hashes
if ( data . CalculateHash ( ) != data2 . CalculateHash ( ) )
{
// and check for differences if hashes are not equal
data . CompareCheck ( data2 , new Stack < string > ( ) ) ;
}
// polymorphic construction example
var ancestor = CreatePolymorphic ( ( ushort ) Types . Ancestor ) ;
}
}
// All class tags are inhereted, so its handy to create one base class for you model classes with all tags you want
[ GenInLocalFolder ]
public partial class Ancestor : CodeGenSamples
{
public int fields ;
}
[ GenTask ( GenTaskFlags . SimpleDataPack ) ]
[ GenInLocalFolder ]
public partial class OtherData
{
public int someData ;
}
[ GenInLocalFolder ]
public class ExternalClass
{
public int somePublicField ;
// private fields are not included in extension methods generation
int somePrivateField ;
}