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万物起源:Init.cs

  • 打开范例场景init.unity,可以发现其场景层级如下:
    • 其中唯一重要的就是Global对象上挂在的init.cs脚本,关于其基础代码分析,还是建议大家看初见的教程(ghithub有链接)
    • 在这里只想重点分析大家一定会关心的一个问题:init.cs是如何加载初始界面的

init.cs是如何加载初始界面的:

  • 上节课分析了,init.cs首先加载UILoading界面,其加载流程大致是这样的,先上序列图,稍后结合序列图贴代码分析:
sequenceDiagramUnity->> +Init: StartAsyncInit ->> BundleHelper: DownloadBundle()BundleHelper->>EventSystem: Run(EventIdType.LoadingBegin)EventSystem->>LoadingBeginEvent_CreateLoadingUI: Run()LoadingBeginEvent_CreateLoadingUI->>UILoadingFactory: Create()note right of UILoadingFactory: 实例化UILoading预制体,并附加UILoadingComponent(更新并显示加载进度)Init->>-Unity: StartAsync
  • 加载初始界面的几个步骤如下:
  1. 调用EventSystem.Run(EventIdType.LoadingBegin)引发LoadingBegin事件:
public static class BundleHelper
{
	public static async ETTask DownloadBundle()
	{
		if (Define.IsAsync)
		{
			try
			{
				using (BundleDownloaderComponent bundleDownloaderComponent = Game.Scene.AddComponent<BundleDownloaderComponent>())
				{
					await bundleDownloaderComponent.StartAsync();

					Debug.Log("EventIdType.LoadingBegin");
					Game.EventSystem.Run(EventIdType.LoadingBegin);

					await bundleDownloaderComponent.DownloadAsync();
				}

				Game.EventSystem.Run(EventIdType.LoadingFinish);

				Game.Scene.GetComponent<ResourcesComponent>().LoadOneBundle("StreamingAssets");
				ResourcesComponent.AssetBundleManifestObject = (AssetBundleManifest)Game.Scene.GetComponent<ResourcesComponent>().GetAsset("StreamingAssets", "AssetBundleManifest");
			}
			catch (Exception e)
			{
				Log.Error(e);
			}

		}
	}
}
  • 由于在unity编辑器环境下IsAsync标志被设为false(在VS环境下选中IsAsync成员,右键→速览定义可见),也即异步加载资源才可见loading画面,所以实际上不会看到loading画面!
  • 第19行为等待异步加载完毕后引发LoadingFinish事件,其流程与LoadingBegin类似,请同学们自行分析!
  1. 实现LoadingBegin事件处理程序:

     [Event(EventIdType.LoadingBegin)]
     public class LoadingBeginEvent_CreateLoadingUI : AEvent
     {
     	public override void Run()
     	{
     		UI ui = UILoadingFactory.Create();
     		Game.Scene.GetComponent<UIComponent>().Add(ui);
     	}
     }
    
  2. 第六行代码UILoadingFactory.Create()负责创建UILoading界面,下面代码加了注释:

     public static class UILoadingFactory
     {
     	public static UI Create()
     	{
     		try
     		{
     			// KV是Resources文件夹下存储的本地预制体资源,主要存储一些键值对数据
     			// 从KV加载UIType.UILoading预制体,并实例化UI对象:
     			GameObject bundleGameObject = ((GameObject)ResourcesHelper.Load("KV")).Get<GameObject>(UIType.UILoading);
     			GameObject go = UnityEngine.Object.Instantiate(bundleGameObject);
     			go.layer = LayerMask.NameToLayer(LayerNames.UI);
    
     			// 创建UI这个Entity,并将上面创建的UI对象作为该Entity的图形表示
     			UI ui = ComponentFactory.Create<UI, string, GameObject>(UIType.UILoading, go, false);
    
     			// 添加UILoadingComponent,该组件负责更新loading进度并刷新显示
     			ui.AddComponent<UILoadingComponent>();
     			return ui;
     		}
     		catch (Exception e)
     		{
     			Log.Error(e);
     			return null;
     		}
     	}
     }
    
  3. 实现UILoadingComponent并实现该组件的事件系统:

    • UILoading组件
     public class UILoadingComponent : Component
     {
     	public Text text;
     }
    
    • UILoading事件系统:
     [ObjectSystem]
     public class UiLoadingComponentAwakeSystem : AwakeSystem<UILoadingComponent>
     {
     	public override void Awake(UILoadingComponent self)
     	{
     		self.text = self.GetParent<UI>().GameObject.Get<GameObject>("Text").GetComponent<Text>();
     	}
     }
    
     [ObjectSystem]
     public class UiLoadingComponentStartSystem : StartSystem<UILoadingComponent>
     {
     	public override void Start(UILoadingComponent self)
     	{
     		StartAsync(self).Coroutine();
     	}
    
     	public async ETVoid StartAsync(UILoadingComponent self)
     	{
     		TimerComponent timerComponent = Game.Scene.GetComponent<TimerComponent>();
     		long instanceId = self.InstanceId;
     		while (true)
     		{
     			await timerComponent.WaitAsync(1000);
    
     			if (self.InstanceId != instanceId)
     			{
     				return;
     			}
    
     			BundleDownloaderComponent bundleDownloaderComponent = Game.Scene.GetComponent<BundleDownloaderComponent>();
     			if (bundleDownloaderComponent == null)
     			{
     				continue;
     			}
     			self.text.text = $"{bundleDownloaderComponent.Progress}%";
     		}
     	}
     }
    

总结:

  • 通过对UILoading的学习,我们已经接触了ET的一个完整的ECS对象:
    • E:Entity,对应UI类
    • C:Component,对应UILoadingComponent类
    • S:System,对应UiLoadingComponentAwakeSystem和UiLoadingComponentStartSystem类
08-18 22:36