文章目录
简介
在Unity游戏开发中,中介者(Mediator)模式用于降低多个对象之间的耦合度,通过引入一个中介类来封装和管理对象间的交互。下面我将提供五个简化的代码实例来说明如何在Unity项目中应用中介者模式:
实例1:玩家与UI交互
// 定义用户界面组件接口
public interface IUiComponent
{
    void UpdateHealth(int health);
    void UpdateScore(int score);
}
// 玩家类,实现UI组件接口的更新方法调用
public class Player : MonoBehaviour
{
    private Mediator _mediator;
    public void SetMediator(Mediator mediator)
    {
        _mediator = mediator;
    }
    // 当玩家生命值改变时,通知中介者更新UI
    public void ChangeHealth(int amount)
    {
        int newHealth = GetHealth() + amount;
        _mediator.UpdateHealth(newHealth);
    }
    // 获取当前生命值的方法(实际项目中会有具体实现)
    private int GetHealth() { return 100; }
}
// UI面板类,实现IUiComponent接口
public class HealthAndScoreUI : MonoBehaviour, IUiComponent
{
    public void UpdateHealth(int health)
    {
        // 更新UI显示的生命值
        Debug.Log("Updating health to: " + health);
    }
    public void UpdateScore(int score)
    {
        // 更新UI显示的分数
        Debug.Log("Updating score to: " + score);
    }
}
// 中介者类
public class Mediator
{
    private IUiComponent _ui;
    public void RegisterUi(IUiComponent ui)
    {
        _ui = ui;
    }
    public void UpdateHealth(int health)
    {
        if (_ui != null)
            _ui.UpdateHealth(health);
    }
    // 同理可以定义UpdateScore等方法
}
// 在场景初始化或Awake阶段进行关联
public class GameManager : MonoBehaviour
{
    public Mediator Mediator;
    public Player Player;
    public HealthAndScoreUI HealthScoreUI;
    void Start()
    {
        Player.SetMediator(Mediator);
        Mediator.RegisterUi(HealthScoreUI);
    }
}
实例2:战斗模块中的攻击事件协调
public interface IBattleParticipant
{
    void ReceiveDamage(int damage);
    void Attack(IBattleParticipant target);
}
public class Warrior : MonoBehaviour, IBattleParticipant
{
    private Mediator _mediator;
    public void SetMediator(Mediator mediator)
    {
        _mediator = mediator;
    }
    public void AttackButtonClicked()
    {
        _mediator.Attack(this);
    }
    public void ReceiveDamage(int damage)
    {
        // 实际处理伤害逻辑
    }
    public void Attack(IBattleParticipant target)
    {
        // 计算并发出攻击
        int attackDamage = CalculateAttackDamage();
        _mediator.DistributeDamage(this, target, attackDamage);
    }
    
    // 其他战斗相关方法...
}
public class BattleMediator
{
    private List<IBattleParticipant> _participants;
    public void RegisterParticipant(IBattleParticipant participant)
    {
        _participants.Add(participant);
    }
    public void DistributeDamage(IBattleParticipant attacker, IBattleParticipant defender, int damage)
    {
        defender.ReceiveDamage(damage);
    }
    // 其他战斗协调逻辑...
}
实例3:游戏场景中的事件广播
public class SceneMediator
{
    private List<IMediatorListener> _listeners;
    public void RegisterListener(IMediatorListener listener)
    {
        _listeners.Add(listener);
    }
    public void UnregisterListener(IMediatorListener listener)
    {
        _listeners.Remove(listener);
    }
    public void NotifyPlayerJoined(Player player)
    {
        foreach (var listener in _listeners)
        {
            listener.OnPlayerJoined(player);
        }
    }
    // 其他事件通知方法...
}
public interface IMediatorListener
{
    void OnPlayerJoined(Player player);
}
public class ScoreKeeper : MonoBehaviour, IMediatorListener
{
    public void OnPlayerJoined(Player player)
    {
        // 更新玩家加入后的得分信息
    }
}
public class ChatManager : MonoBehaviour, IMediatorListener
{
    public void OnPlayerJoined(Player player)
    {
        // 在聊天频道广播玩家加入消息
    }
}
实例4:模块间通信 - 地图导航与角色移动
public interface INavigationRequestor
{
    void RequestMove(Vector3 destination);
}
public class CharacterController : MonoBehaviour, INavigationRequestor
{
    private NavigationMediator _mediator;
    public void SetNavigationMediator(NavigationMediator mediator)
    {
        _mediator = mediator;
    }
    public void MoveToTargetPosition(Vector3 position)
    {
        _mediator.RequestMove(position);
    }
}
public class NavigationMediator
{
    private IAstarPathFinder _pathFinder;
    public void RegisterPathFinder(IAstarPathFinder pathFinder)
    {
        _pathFinder = pathFinder;
    }
    public void RequestMove(Vector3 destination)
    {
        var path = _pathFinder.FindPath(transform.position, destination);
        // 处理路径规划结果,并通知CharacterController开始移动
    }
}
public interface IAstarPathFinder
{
    List<Vector3> FindPath(Vector3 start, Vector3 end);
}
实例5:UI模块间同步 - 菜单切换与选项状态
public interface IMenuComponent
{
    void EnableMenu();
    void DisableMenu();
    void NotifyOptionChanged(string optionName, object newValue);
}
public class MainMenu : MonoBehaviour, IMenuComponent
{
    private MenuMediator _mediator;
    public void SetMediator(MenuMediator mediator)
    {
        _mediator = mediator;
    }
    public void OnSettingsButtonClicked()
    {
        _mediator.ToggleMenuToShow(SettingsMenu.instance);
    }
    // 实现菜单启用、禁用以及选项更改的通知方法
}
public class SettingsMenu : MonoBehaviour, IMenuComponent
{
    // 实现菜单组件接口的方法
    // ...
    public void OnResolutionChange(int width, int height)
    {
        Screen.SetResolution(width, height, true);
        _mediator.NotifyOptionChanged("Resolution", new Resolution(width, height));
    }
}
public class MenuMediator
{
    private IMenuComponent _currentActiveMenu;
    public void RegisterMenu(IMenuComponent menu)
    {
        if (_currentActiveMenu == null)
            ActivateMenu(menu);
    }
    public void ToggleMenuToShow(IMenuComponent newMenu)
    {
        DeactivateCurrentMenu();
        ActivateMenu(newMenu);
    }
    private void ActivateMenu(IMenuComponent menu)
    {
        _currentActiveMenu = menu;
        _currentActiveMenu.EnableMenu();
    }
    private void DeactivateCurrentMenu()
    {
        if (_currentActiveMenu != null)
        {
            _currentActiveMenu.DisableMenu();
            _currentActiveMenu = null;
        }
    }
    public void NotifyOptionChanged(string optionName, object newValue)
    {
        // 根据optionName更新所有关联菜单的状态或其他模块响应选项更改
    }
}
以上每个例子都展示了中介者模式如何在不同场景下作为沟通桥梁,减少直接依赖,简化了各个模块之间的交互逻辑。
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最后我们放松一下眼睛
 










