AciontKit 是一个时序动作执行系统。
游戏中,动画的播放、延时、资源的异步加载、Tween 的执行、网络请求等,这些全部都是时序任务,而 ActionKit,可以把这些任务全部整合在一起,使用统一的 API,来对他们的执行进行计划。
OK,我们先看下 ActionKit的基本用法。
延时回调
示例代码如下:
using UnityEngine;
namespace QFramework.Example
{
public class DelayExample : MonoBehaviour
{
void Start()
{
Debug.Log("Start Time:" + Time.time);
ActionKit.Delay(1.0f, () =>
{
Debug.Log("End Time:" + Time.time);
}).Start(this);
}
}
}
// 输出结果
// Start Time: 0
// End Time: 1.00781
序列和完成回调
using UnityEngine;
namespace QFramework.Example
{
public class SequenceAndCallback : MonoBehaviour
{
void Start()
{
Debug.Log("Sequence Start:" + Time.time);
ActionKit.Sequence()
.Callback(() => Debug.Log("Delay Start:" + Time.time))
.Delay(1.0f)
.Callback(() => Debug.Log("Delay Finish:" + Time.time))
.Start(this, _ => { Debug.Log("Sequence Finish:" + Time.time); });
}
}
}
// 输出结果
// Sequence Start:0
// Delay Start:0
// Delay Finish:1.00537
// Sequence Finish:1.00537
帧延时
using UnityEngine;
namespace QFramework.Example
{
public class DelayFrameExample : MonoBehaviour
{
void Start()
{
Debug.Log("Delay Frame Start FrameCount:" + Time.frameCount);
ActionKit.DelayFrame(1, () => { Debug.Log("Delay Frame Finish FrameCount:" + Time.frameCount); })
.Start(this);
ActionKit.Sequence()
.DelayFrame(10)
.Callback(() => Debug.Log("Sequence Delay FrameCount:" + Time.frameCount))
.Start(this);
// ActionKit.Sequence()
// .NextFrame()
// .Start(this);
ActionKit.NextFrame(() => { }).Start(this);
}
}
}
// 输出结果
// Delay Frame Start FrameCount:1
// Delay Frame Finish FrameCount:2
// Sequence Delay FrameCount:11
条件执行
using UnityEngine;
namespace QFramework.Example
{
public class ConditionExample : MonoBehaviour
{
private void Start()
{
ActionKit.Sequence()
.Callback(() => Debug.Log("Before Condition"))
.Condition(() => Input.GetMouseButtonDown(0))
.Callback(() => Debug.Log("Mouse Clicked"))
.Start(this);
}
}
}
// 输出结果
// Before Condition
// 鼠标左键按下后
// Mouse Clicked
重复执行
using UnityEngine;
namespace QFramework.Example
{
public class RepeatExample : MonoBehaviour
{
private void Start()
{
ActionKit.Repeat()
.Condition(() => Input.GetMouseButtonDown(0))
.Callback(() => Debug.Log("Mouse Clicked"))
.Start(this);
ActionKit.Repeat(5)
.Condition(() => Input.GetMouseButtonDown(1))
.Callback(() => Debug.Log("Mouse right clicked"))
.Start(this, () =>
{
Debug.Log("Right click finished");
});
}
}
}
// 输出结果
// 每次点击鼠标左键都会输出:Mouse Clicked
// 点击鼠标右键,只会输出五次:Mouse right clicked,第五次输出 Right click finished
//
并行执行
using UnityEngine;
namespace QFramework.Example
{
public class ParallelExample : MonoBehaviour
{
void Start()
{
Debug.Log("Parallel Start:" + Time.time);
ActionKit.Parallel()
.Delay(1.0f, () => { Debug.Log(Time.time); })
.Delay(2.0f, () => { Debug.Log(Time.time); })
.Delay(3.0f, () => { Debug.Log(Time.time); })
.Start(this, () =>
{
Debug.Log("Parallel Finish:" + Time.time);
});
}
}
}
// 输出结果
// Parallel Start:0
// 1.030884
// 2.025135
// 3.018883
// Parallel Finish:3.018883
更复杂的示例
using UnityEngine;
namespace QFramework.Example
{
public class ComplexExample : MonoBehaviour
{
private void Start()
{
ActionKit.Sequence()
.Callback(() => Debug.Log("Sequence Start"))
.Callback(() => Debug.Log("Parallel Start"))
.Parallel(p =>
{
p.Delay(1.0f, () => Debug.Log("Delay 1s Finished"))
.Delay(2.0f, () => Debug.Log("Delay 2s Finished"));
})
.Callback(() => Debug.Log("Parallel Finished"))
.Callback(() => Debug.Log("Check Mouse Clicked"))
.Sequence(s =>
{
s.Condition(() => Input.GetMouseButton(0))
.Callback(() => Debug.Log("Mouse Clicked"));
})
.Start(this, () =>
{
Debug.Log("Finish");
});
}
}
}
// Sequence Start
// Parallel Start
// Delay 1s Finished
// Delay 2s Finished
// Parallel Finished
// Check Mouse Clicked
// 此时按下鼠标左键
// Mouse Clicked
// Finish
自定义动作
using UnityEngine;
namespace QFramework.Example
{
public class CustomExample : MonoBehaviour
{
class SomeData
{
public int ExecuteCount = 0;
}
private void Start()
{
ActionKit.Custom(a =>
{
a
.OnStart(() => { Debug.Log("OnStart"); })
.OnExecute(dt =>
{
Debug.Log("OnExecute");
a.Finish();
})
.OnFinish(() => { Debug.Log("OnFinish"); });
}).Start(this);
// OnStart
// OnExecute
// OnFinish
ActionKit.Custom<SomeData>(a =>
{
a
.OnStart(() =>
{
a.Data = new SomeData()
{
ExecuteCount = 0
};
})
.OnExecute(dt =>
{
Debug.Log(a.Data.ExecuteCount);
a.Data.ExecuteCount++;
if (a.Data.ExecuteCount >= 5)
{
a.Finish();
}
}).OnFinish(() => { Debug.Log("Finished"); });
})
.Start(this);
// 0
// 1
// 2
// 3
// 4
// Finished
// 还支持 Sequence、Repeat、Spawn 等
// Also support sequence repeat spawn
// ActionKit.Sequence()
// .Custom(c =>
// {
// c.OnStart(() => c.Finish());
// }).Start(this);
}
}
}
协程支持
using System.Collections;
using UnityEngine;
namespace QFramework.Example
{
public class CoroutineExample : MonoBehaviour
{
private void Start()
{
ActionKit.Coroutine(SomeCoroutine).Start(this);
SomeCoroutine().ToAction().Start(this);
ActionKit.Sequence()
.Coroutine(SomeCoroutine)
.Start(this);
}
IEnumerator SomeCoroutine()
{
yield return new WaitForSeconds(1.0f);
Debug.Log("Hello:" + Time.time);
}
}
}
// 输出结果
// Hello:1.002077
// Hello:1.002077
// Hello:1.002077
全局 Mono 生命周期
using UnityEngine;
namespace QFramework.Example
{
public class GlobalMonoEventsExample : MonoBehaviour
{
void Start()
{
ActionKit.OnUpdate.Register(() =>
{
if (Time.frameCount % 30 == 0)
{
Debug.Log("Update");
}
}).UnRegisterWhenGameObjectDestroyed(gameObject);
ActionKit.OnFixedUpdate.Register(() =>
{
// fixed update code here
// 这里写 fixed update 相关代码
}).UnRegisterWhenGameObjectDestroyed(gameObject);
ActionKit.OnLateUpdate.Register(() =>
{
// late update code here
// 这里写 late update 相关代码
}).UnRegisterWhenGameObjectDestroyed(gameObject);
ActionKit.OnGUI.Register(() =>
{
GUILayout.Label("See Example Code");
GUILayout.Label("请查看示例代码");
}).UnRegisterWhenGameObjectDestroyed(gameObject);
ActionKit.OnApplicationFocus.Register(focus =>
{
Debug.Log("focus:" + focus);
}).UnRegisterWhenGameObjectDestroyed(gameObject);
ActionKit.OnApplicationPause.Register(pause =>
{
Debug.Log("pause:" + pause);
}).UnRegisterWhenGameObjectDestroyed(gameObject);
ActionKit.OnApplicationQuit.Register(() =>
{
Debug.Log("quit");
}).UnRegisterWhenGameObjectDestroyed(gameObject);
}
}
}
DOTween 集成
需要先提前装好 DOTween。
然后导入 Example 中的如下包。
导入之后,就可以用 让 ActionKit 跑 DOTween 了,代码如下:
using DG.Tweening;
using UnityEngine;
namespace QFramework.Example
{
public class DOTweenExample : MonoBehaviour
{
private void Start()
{
// 使用 Custom 就可以方便接入
// Just Use Custom
ActionKit.Custom(c =>
{
c.OnStart(() => { transform.DOLocalMove(Vector3.one, 0.5f).OnComplete(c.Finish); });
}).Start(this);
// 也可以自定义 IAction
// Also implement with IAction
DOTweenAction.Allocate(() => transform.DOLocalRotate(Vector3.one, 0.5f))
.Start(this);
// 使用 ToAction
// Use ToAction
DOVirtual.DelayedCall(2.0f, () => LogKit.I("2.0f")).ToAction().Start(this);
// 链式 API 支持
// fluent api support
ActionKit.Sequence()
.DOTween(() => transform.DOScale(Vector3.one, 0.5f))
.Start(this);
}
}
}
UniRx 集成
需要先提前装好 UniRx。
然后导入 Example 中的如下包。
导入成功后,使用示例如下:
using System;
using UniRx;
using UnityEngine;
namespace QFramework.Example
{
public class UniRxExample : MonoBehaviour
{
void Start()
{
// 可以直接使用 Custom
// directly use custom
ActionKit.Custom(c =>
{
c.OnStart(() => { Observable.Timer(TimeSpan.FromSeconds(1.0f)).Subscribe(_ => c.Finish()); });
}).Start(this, () => LogKit.I("1.0f"));
// 使用 UniRxAction 不方便...
// Use UniRxAction
UniRxAction<long>.Allocate(() => Observable.Timer(TimeSpan.FromSeconds(2.0f))).Start(this,()=>LogKit.I("2.0f"));
// 使用 ToAction 方便易用
// Use ToAction
Observable.Timer(TimeSpan.FromSeconds(3.0f)).ToAction().Start(this, () => LogKit.I("3.0f"));
ActionKit.Sequence()
.UniRx(() => Observable.Timer(TimeSpan.FromSeconds(4.0f)))
.Start(this, () => LogKit.I("4.0f"));
}
}
}
好了,关于 ActionKit 的介绍就到这里。
更多内容
- 转载请注明地址:liangxiegame.com (首发) 微信公众号:凉鞋的笔记
- QFramework 主页:qframework.cn
- QFramework 交流群: 623597263
- QFramework Github 地址: https://github.com/liangxiegame/qframework
- QFramework Gitee 地址:https://gitee.com/liangxiegame/QFramework
- GamePix 独立游戏学院 & Unity 进阶小班地址:https://www.gamepixedu.com/