Unity MVC架构
Controller
using UnityEngine;
using System.Collections;
public class PlayerMsgController : MonoBehaviour
{
public static PlayerMsgController controller;
private int levelUpValue = 20;
void Awake()
{
controller = this;
}
void Start()
{
PlayerMsgModel.GetMod().PlayerLevel = 1;
PlayerMsgModel.GetMod().PlayerExperience = 0;
PlayerMsgModel.GetMod().PlayerFullExperience = 100;
PlayerMsgModel.GetMod().GoldNum = 0;
}
/// <summary>
/// 提升经验按钮点击事件
/// </summary>
public void OnExperienceUpButtonClick()
{
PlayerMsgModel.GetMod().PlayerExperience += levelUpValue;
if (PlayerMsgModel.GetMod().PlayerExperience
>= PlayerMsgModel.GetMod().PlayerFullExperience)
{
PlayerMsgModel.GetMod().PlayerLevel += 1;
PlayerMsgModel.GetMod().PlayerFullExperience +=
200 * PlayerMsgModel.GetMod().PlayerLevel;
levelUpValue += 20;
if (PlayerMsgModel.GetMod().PlayerLevel % 3 == 0)
{
PlayerMsgModel.GetMod().GoldNum +=
100 * PlayerMsgModel.GetMod().PlayerLevel;
}
}
}
}
Model
using UnityEngine;
using System.Collections;
/// <summary>
/// 模型委托(当用户信息发生变化时执行)
/// </summary>
public delegate void OnValueChange(int val);
public class PlayerMsgModel
{
//玩家等级
private int playerLevel;
//玩家经验
private int playerExperience;
//玩家升级经验
private int playerFullExperience;
//金币数量
private int goldNum;
//声明委托对象,接收当等级发生变化时,触发的事件
public OnValueChange OnLevelChange;
//声明委托对象,接收当经验发生变化时,触发的事件
public OnValueChange OnExperienceChange;
//声明委托对象,接收当升级经验发生变化时,触发的事件
public OnValueChange OnFullExperienceChange;
//声明委托对象,接收当金币数量发生变化时,触发的事件
public OnValueChange OnGoldNumChange;
//单例
private static PlayerMsgModel mod;
public static PlayerMsgModel GetMod()
{
if (mod == null)
{
mod = new PlayerMsgModel();
}
return mod;
}
private PlayerMsgModel()
{
}
/// <summary>
/// 玩家等级属性
/// </summary>
/// <value>The player level.</value>
public int PlayerLevel
{
get
{
return playerLevel;
}
set
{
playerLevel = value;
//如果委托对象不为空
if (OnLevelChange != null)
{
//执行委托
OnLevelChange(playerLevel);
}
}
}
/// <summary>
/// 玩家经验属性
/// </summary>
/// <value>The player experience.</value>
public int PlayerExperience
{
get
{
return playerExperience;
}
set
{
playerExperience = value;
if (OnExperienceChange != null)
{
OnExperienceChange(playerExperience);
}
}
}
/// <summary>
/// 玩家升级经验属性
/// </summary>
/// <value>The player full experience.</value>
public int PlayerFullExperience
{
get
{
return playerFullExperience;
}
set
{
playerFullExperience = value;
if (OnFullExperienceChange != null)
{
OnFullExperienceChange(playerFullExperience);
}
}
}
/// <summary>
/// 金币数量属性
/// </summary>
/// <value>The gold number.</value>
public int GoldNum
{
get
{
return goldNum;
}
set
{
goldNum = value;
if (OnGoldNumChange != null)
{
OnGoldNumChange(goldNum);
}
}
}
}
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class PlayerMsgView : MonoBehaviour
{
//UI
public Text playerLevel;
public Text playerExperience;
public Text goldNum;
public Button experienceUpButton;
void Start()
{
//委托事件绑定
PlayerMsgModel.GetMod().OnLevelChange += SetLevel;
//委托事件绑定
PlayerMsgModel.GetMod().OnExperienceChange += SetExperience;
PlayerMsgModel.GetMod().OnFullExperienceChange += SetFullExperience;
PlayerMsgModel.GetMod().OnGoldNumChange += SetGoldNum;
//View绑定按钮控制功能
experienceUpButton.onClick.AddListener(
PlayerMsgController.controller.OnExperienceUpButtonClick);
}
//修改UILevel值
public void SetLevel(int level)
{
playerLevel.text = level.ToString();
}
//修改UI经验值
public void SetExperience(int experience)
{
//将字符串以“/”拆开
string[] str = playerExperience.text.Split(new char[] { '/' });
//用新的经验值重组
playerExperience.text = experience + "/" + str[1];
}
public void SetFullExperience(int fullExiperience)
{
string[] str = playerExperience.text.Split(new char[] { '/' });
playerExperience.text = str[0] + "/" + fullExiperience;
}
public void SetGoldNum(int goldn)
{
goldNum.text = goldn.ToString();
}
}