Unity?制作一個分?jǐn)?shù)統(tǒng)計系統(tǒng)
項目中經(jīng)常遇到分?jǐn)?shù)統(tǒng)計的需求,例如我們執(zhí)行了某項操作或做了某個題目,操作正確則計分,相反則不計分失去該項分?jǐn)?shù),為了應(yīng)對需求需要一個分?jǐn)?shù)統(tǒng)計系統(tǒng)。
首先定義一個分?jǐn)?shù)信息的數(shù)據(jù)結(jié)構(gòu),使用Serializable特性使其可序列化:
using System;
using UnityEngine;
namespace SK.Framework
{
/// <summary>
/// 分?jǐn)?shù)信息
/// </summary>
[Serializable]
public class ScoreInfo
{
/// <summary>
/// ID
/// </summary>
public int id;
/// <summary>
/// 描述
/// </summary>
[TextArea]
public string description;
/// <summary>
/// 分值
/// </summary>
public float value;
}
}
ScoreInfo類可序列化后,創(chuàng)建ScoreProfile類繼承ScriptableObject使其作為可通過菜單創(chuàng)建的Asset資產(chǎn):
using UnityEngine;
namespace SK.Framework
{
/// <summary>
/// 分?jǐn)?shù)配置文件
/// </summary>
[CreateAssetMenu]
public class ScoreProfile : ScriptableObject
{
public ScoreInfo[] scores = new ScoreInfo[0];
}
}

使用ScoreIDConstant類編寫所有分?jǐn)?shù)項ID常量,創(chuàng)建ScoreID特性并使用PropertyDrawer使其可在面板選擇:
namespace SK.Framework
{
public sealed class ScoreIDConstant
{
public const int INVALID = -1;
}
}
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using System;
using System.Reflection;
using System.Collections;
#endif
namespace SK.Framework
{
public class ScoreIDAttribute : PropertyAttribute { }
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(ScoreIDAttribute))]
public class ScoreIDPropertyAttributeDrawer : PropertyDrawer
{
private int[] scoreIDArray;
private GUIContent[] scoreIDConstArray;
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return base.GetPropertyHeight(property, label);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
if (scoreIDConstArray == null)
{
ArrayList constants = new ArrayList();
FieldInfo[] fieldInfos = typeof(ScoreIDConstant).GetFields(BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
for (int i = 0; i < fieldInfos.Length; i++)
{
var fi = fieldInfos[i];
if (fi.IsLiteral && !fi.IsInitOnly) constants.Add(fi);
}
FieldInfo[] fieldInfoArray = (FieldInfo[])constants.ToArray(typeof(FieldInfo));
scoreIDArray = new int[fieldInfoArray.Length];
scoreIDConstArray = new GUIContent[fieldInfoArray.Length];
for (int i = 0; i < fieldInfoArray.Length; i++)
{
scoreIDConstArray[i] = new GUIContent(fieldInfoArray[i].Name);
scoreIDArray[i] = (int)fieldInfoArray[i].GetValue(null);
}
}
var index = Array.IndexOf(scoreIDArray, property.intValue);
index = Mathf.Clamp(index, 0, scoreIDArray.Length);
index = EditorGUI.Popup(position, label, index, scoreIDConstArray);
property.intValue = scoreIDArray[index];
}
}
#endif
}
有了ScoreID特性后,用于ScoreInfo中的id字段:
using System;
using UnityEngine;
namespace SK.Framework
{
/// <summary>
/// 分?jǐn)?shù)信息
/// </summary>
[Serializable]
public class ScoreInfo
{
/// <summary>
/// ID
/// </summary>
[ScoreID]
public int id;
/// <summary>
/// 描述
/// </summary>
[TextArea]
public string description;
/// <summary>
/// 分值
/// </summary>
public float value;
}
}

數(shù)據(jù)可配置后,創(chuàng)建分?jǐn)?shù)項Score類,聲明以下字段:Flag表示該分?jǐn)?shù)項的標(biāo)識,注冊分?jǐn)?shù)項時返回該標(biāo)識,用于后續(xù)獲取或取消該分?jǐn)?shù)項分值;Description即分?jǐn)?shù)項的描述;Value表示該分?jǐn)?shù)項的分值;IsObtained用于標(biāo)記該分?jǐn)?shù)項的分值是否已經(jīng)獲得。
namespace SK.Framework
{
/// <summary>
/// 分?jǐn)?shù)項
/// </summary>
public class Score
{
/// <summary>
/// 標(biāo)識
/// </summary>
public string Flag { get; private set; }
/// <summary>
/// 描述
/// </summary>
public string Description { get; private set; }
/// <summary>
/// 分值
/// </summary>
public float Value { get; private set; }
/// <summary>
/// 是否已經(jīng)獲得分值
/// </summary>
public bool IsObtained { get; set; }
public Score(string flag, string description, float value)
{
Flag = flag;
Description = description;
Value = value;
}
}
}
為了實現(xiàn)一個分?jǐn)?shù)組合,例如某項操作,通過A操作方式可獲得5分,通過B操作方式可獲得3分,它們之間是互斥的,即獲得了前者的5分,就不會獲得后者的3分,創(chuàng)建ScoreGroup類:
using System.Collections.Generic;
namespace SK.Framework
{
/// <summary>
/// 分?jǐn)?shù)組合
/// </summary>
public class ScoreGroup
{
/// <summary>
/// 組合描述
/// </summary>
public string Description { get; private set; }
/// <summary>
/// 計分模式
/// Additive表示組合內(nèi)分值進(jìn)行累加
/// MutuallyExclusive表示組內(nèi)各分?jǐn)?shù)項互斥 獲得其中一項分值 則取消其它項分值
/// </summary>
public ValueMode ValueMode { get; private set; }
public List<Score> Scores { get; private set; }
public ScoreGroup(string description, ValueMode valueMode, params Score[] scores)
{
Description = description;
ValueMode = valueMode;
Scores = new List<Score>(scores);
}
public bool Obtain(string flag)
{
var target = Scores.Find(m => m.Flag == flag);
if (target != null)
{
switch (ValueMode)
{
case ValueMode.Additive: target.IsObtained = true; break;
case ValueMode.MutuallyExclusive:
for (int i = 0; i < Scores.Count; i++)
{
Scores[i].IsObtained = Scores[i] == target;
}
break;
default: break;
}
if (ScoreMaster.DebugMode)
{
ScoreMaster.LogInfo($"獲取分?jǐn)?shù)組合 [{Description}] 中標(biāo)識為 [{flag}] 的分值 [{target.Description}]");
}
return true;
}
if (ScoreMaster.DebugMode)
{
ScoreMaster.LogError($"分?jǐn)?shù)組合 [{Description}] 中不存在標(biāo)識為 [{flag}] 的分?jǐn)?shù)項.");
}
return false;
}
public bool Cancle(string flag)
{
var target = Scores.Find(m => m.Flag == flag);
if (target != null)
{
if (ScoreMaster.DebugMode)
{
ScoreMaster.LogInfo($"取消分?jǐn)?shù)組合 [{Description}] 中標(biāo)識為 [{flag}] 的分?jǐn)?shù)項分值 [{target.Description}]");
}
target.IsObtained = false;
return true;
}
if (ScoreMaster.DebugMode)
{
ScoreMaster.LogError($"分?jǐn)?shù)組合 [{Description}] 中不存在標(biāo)識為 [{flag}] 的分?jǐn)?shù)項.");
}
return false;
}
}
}
namespace SK.Framework
{
/// <summary>
/// 計分方式
/// </summary>
public enum ValueMode
{
/// <summary>
/// 累加的
/// </summary>
Additive,
/// <summary>
/// 互斥的
/// </summary>
MutuallyExclusive,
}
}
最終編寫分?jǐn)?shù)管理類,封裝Create、Obtain、Cancle、GetSum函數(shù),分別用于創(chuàng)建分?jǐn)?shù)組合、獲取分?jǐn)?shù)、取消分?jǐn)?shù)、獲取總分,實現(xiàn)Editor類使分?jǐn)?shù)信息在Inspector面板可視化:
using System;
using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
using System.Reflection;
#endif
namespace SK.Framework
{
public class ScoreMaster : MonoBehaviour
{
#region NonPublic Variables
private static ScoreMaster instance;
[SerializeField] private ScoreProfile profile;
private readonly Dictionary<string, ScoreGroup> groups = new Dictionary<string, ScoreGroup>();
#endregion
#region Public Properties
public static ScoreMaster Instance
{
get
{
if (instance == null)
{
instance = FindObjectOfType<ScoreMaster>();
}
if (instance == null)
{
instance = new GameObject("[SKFramework.Score]").AddComponent<ScoreMaster>();
instance.profile = Resources.Load<ScoreProfile>("Score Profile");
if (instance.profile == null && DebugMode)
{
LogError("加載分?jǐn)?shù)信息配置表失敗.");
}
}
return instance;
}
}
#endregion
#region NonPublic Methods
private string[] CreateScore(string description, ValueMode valueMode, params int[] idArray)
{
Score[] scores = new Score[idArray.Length];
string[] flags = new string[idArray.Length];
for (int i = 0; i < idArray.Length; i++)
{
var info = Array.Find(profile.scores, m => m.id == idArray[i]);
if (info != null)
{
var flag = Guid.NewGuid().ToString();
flags[i] = flag;
scores[i] = new Score(flag, info.description, info.value);
if (DebugMode) LogInfo($"創(chuàng)建分?jǐn)?shù)ID為 [{idArray[i]}] 的分?jǐn)?shù)項 [{info.description}] flag: {flag}");
}
else if (DebugMode)
{
LogError($"配置中不存在ID為 [{idArray[i]}] 的分?jǐn)?shù)信息.");
}
}
ScoreGroup group = new ScoreGroup(description, valueMode, scores);
groups.Add(description, group);
if (DebugMode)
{
LogInfo($"創(chuàng)建分?jǐn)?shù)組合 [{description}] 計分模式[{valueMode}]");
}
return flags;
}
private bool ObtainValue(string groupDescription, string flag)
{
if (groups.TryGetValue(groupDescription, out ScoreGroup target))
{
return target.Obtain(flag);
}
if (DebugMode)
{
LogError($"不存在分?jǐn)?shù)組合 [{groupDescription}].");
}
return false;
}
private bool CancleValue(string groupDescription, string flag)
{
if (groups.TryGetValue(groupDescription, out ScoreGroup target))
{
return target.Cancle(flag);
}
if (DebugMode)
{
LogError($"不存在分?jǐn)?shù)組合 [{groupDescription}].");
}
return false;
}
private float GetSumValue()
{
float retV = 0f;
foreach (var kv in groups)
{
var scores = kv.Value.Scores;
for (int i = 0; i < scores.Count; i++)
{
var score = scores[i];
if (score.IsObtained)
{
retV += score.Value;
}
}
}
return retV;
}
#endregion
#region Public Methods
/// <summary>
/// 創(chuàng)建分?jǐn)?shù)組合
/// </summary>
/// <param name="description">分?jǐn)?shù)組合描述</param>
/// <param name="valueMode">分?jǐn)?shù)組計分方式</param>
/// <param name="idArray">分?jǐn)?shù)信息ID組合</param>
/// <returns>返回分?jǐn)?shù)項標(biāo)識符組合</returns>
public static string[] Create(string description, ValueMode valueMode, params int[] idArray)
{
return Instance.CreateScore(description, valueMode, idArray);
}
/// <summary>
/// 獲取分?jǐn)?shù)組合中指定標(biāo)識分?jǐn)?shù)項的分值
/// </summary>
/// <param name="groupDescription">分?jǐn)?shù)組合</param>
/// <param name="flag">分?jǐn)?shù)項標(biāo)識</param>
/// <returns>獲取成功返回true 否則返回false</returns>
public static bool Obtain(string groupDescription, string flag)
{
return Instance.ObtainValue(groupDescription, flag);
}
/// <summary>
/// 取消分?jǐn)?shù)組合中指定標(biāo)識分?jǐn)?shù)項的分值
/// </summary>
/// <param name="groupDescription">分?jǐn)?shù)組合</param>
/// <param name="flag">分?jǐn)?shù)項標(biāo)識</param>
/// <returns></returns>
public static bool Cancle(string groupDescription, string flag)
{
return Instance.CancleValue(groupDescription, flag);
}
/// <summary>
/// 獲取總分值
/// </summary>
/// <returns>總分值</returns>
public static float GetSum()
{
return Instance.GetSumValue();
}
#endregion
#region Debugger
public static bool DebugMode = true;
public static void LogInfo(string info)
{
Debug.Log($"<color=cyan><b>[SKFramework.Score.Info]</b></color> --> {info}");
}
public static void LogWarn(string warn)
{
Debug.Log($"<color=yellow><b>[SKFramework.Score.Warn]</b></color> --> {warn}");
}
public static void LogError(string error)
{
Debug.Log($"<color=red><b>[SKFramework.Score.Error]</b></color> --> {error}");
}
#endregion
}
#if UNITY_EDITOR
[CustomEditor(typeof(ScoreMaster))]
public class ScoreMasterInspector : Editor
{
private SerializedProperty profile;
private Dictionary<string, ScoreGroup> groups;
private Dictionary<ScoreGroup, bool> groupFoldout;
private void OnEnable()
{
profile = serializedObject.FindProperty("profile");
}
public override void OnInspectorGUI()
{
EditorGUILayout.PropertyField(profile);
if (GUI.changed)
{
serializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(target);
}
if (!Application.isPlaying) return;
Color color = GUI.color;
GUI.color = Color.cyan;
OnRuntimeGUI();
GUI.color = color;
}
private void OnRuntimeGUI()
{
if (groupFoldout == null)
{
groups = typeof(ScoreMaster).GetField("groups", BindingFlags.Instance | BindingFlags.NonPublic)
.GetValue(ScoreMaster.Instance) as Dictionary<string, ScoreGroup>;
groupFoldout = new Dictionary<ScoreGroup, bool>();
}
foreach (var kv in groups)
{
if (!groupFoldout.ContainsKey(kv.Value))
{
groupFoldout.Add(kv.Value, false);
}
ScoreGroup group = kv.Value;
groupFoldout[group] = EditorGUILayout.Foldout(groupFoldout[group], group.Description);
if (groupFoldout[group])
{
GUILayout.Label($"計分模式: {(group.ValueMode == ValueMode.Additive ? "累加" : "互斥")}");
for (int i = 0; i < group.Scores.Count; i++)
{
Score score = group.Scores[i];
GUILayout.BeginVertical("Box");
GUI.color = score.IsObtained ? Color.green : Color.cyan;
GUILayout.Label($"描述: {score.Description}");
GUILayout.Label($"標(biāo)識: {score.Flag}");
GUILayout.BeginHorizontal();
GUILayout.Label($"分值: {score.Value} {(score.IsObtained ? "√" : "")}");
GUI.color = Color.cyan;
GUILayout.FlexibleSpace();
GUI.color = Color.yellow;
if (GUILayout.Button("Obtain", "ButtonLeft", GUILayout.Width(50f)))
{
ScoreMaster.Obtain(group.Description, score.Flag);
}
if (GUILayout.Button("Cancle", "ButtonRight", GUILayout.Width(50f)))
{
ScoreMaster.Cancle(group.Description, score.Flag);
}
GUI.color = Color.cyan;
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
}
}
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.Label($"總分: {ScoreMaster.GetSum()}", "LargeLabel");
GUILayout.Space(50f);
GUILayout.EndHorizontal();
}
}
#endif
}
測試:
namespace SK.Framework
{
public sealed class ScoreIDConstant
{
public const int INVALID = -1;
public const int TEST_A = 0;
public const int TEST_B = 1;
public const int TEST_C = 2;
public const int TEST_D = 3;
}
}

using UnityEngine;
using SK.Framework;
public class Foo : MonoBehaviour
{
private string[] flags;
private void Start()
{
flags = ScoreMaster.Create("測試", ValueMode.MutuallyExclusive,
ScoreIDConstant.TEST_A, ScoreIDConstant.TEST_B,
ScoreIDConstant.TEST_C, ScoreIDConstant.TEST_D);
}
private void OnGUI()
{
if (GUILayout.Button("A", GUILayout.Width(200f), GUILayout.Height(50f)))
{
ScoreMaster.Obtain("測試", flags[0]);
}
if (GUILayout.Button("B", GUILayout.Width(200f), GUILayout.Height(50f)))
{
ScoreMaster.Obtain("測試", flags[1]);
}
if (GUILayout.Button("C", GUILayout.Width(200f), GUILayout.Height(50f)))
{
ScoreMaster.Obtain("測試", flags[2]);
}
if (GUILayout.Button("D", GUILayout.Width(200f), GUILayout.Height(50f)))
{
ScoreMaster.Obtain("測試", flags[3]);
}
GUILayout.Label($"總分: {ScoreMaster.GetSum()}");
}
}

?
以上就是Unity 制作一個分?jǐn)?shù)統(tǒng)計系統(tǒng)的詳細(xì)內(nèi)容,更多關(guān)于Unity的資料請關(guān)注腳本之家其它相關(guān)文章!
相關(guān)文章
基于C#實現(xiàn)的多生產(chǎn)者多消費(fèi)者同步問題實例
這篇文章主要介紹了基于C#實現(xiàn)的多生產(chǎn)者多消費(fèi)者同步問題,包括了加鎖與釋放鎖,以及對應(yīng)臨界資源的訪問。是比較實用的技巧,需要的朋友可以參考下2014-09-09
c#實現(xiàn)16進(jìn)制和字符串之間轉(zhuǎn)換的代碼
#中十六進(jìn)制字符串的轉(zhuǎn)換函數(shù)2007-05-05

