昨天呢我们把第八个示例整理完了。整理之后学习了类的第一作用:方法的集合,还有 Obselete 这个 API。并且在进行整理的时候贯彻了我们新的约定和规则:先确保功能有效,再去做变更和删除。
今天我们在往下接着整理第九个示例
第九个示例
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace QFramework
{
public class ResolutionCheck
{
#if UNITY_EDITOR
[MenuItem("QFramework/9.屏幕宽高比判断")]
#endif
private static void MenuClicked()
{
Debug.Log(IsPadResolution() ? "是 Pad 分辨率" : "不是 Pad 分辨率");
Debug.Log(IsPhoneResolution() ? "是 Phone 分辨率" : "不是 Phone 分辨率");
Debug.Log(IsiPhoneXResolution() ? "是 iPhone X 分辨率" : "不是 iPhone X 分辨率");
}
/// <summary>
/// 获取屏幕宽高比
/// </summary>
/// <returns></returns>
public static float GetAspectRatio()
{
return Screen.width > Screen.height ? (float) Screen.width / Screen.height : (float) Screen.height / Screen.width;
}
/// <summary>
/// 是否是 Pad 分辨率 4 : 3
/// </summary>
/// <returns></returns>
public static bool IsPadResolution()
{
var aspect = GetAspectRatio();
return aspect > 4.0f / 3 - 0.05 && aspect < 4.0f / 3 + 0.05;
}
/// <summary>
/// 是否是手机分辨率 16:9
/// </summary>
/// <returns></returns>
public static bool IsPhoneResolution()
{
var aspect = GetAspectRatio();
return aspect > 16.0f / 9 - 0.05 && aspect < 16.0f / 9 + 0.05;
}
/// <summary>
/// 是否是iPhone X 分辨率 2436:1125
/// </summary>
/// <returns></returns>
public static bool IsiPhoneXResolution()
{
var aspect = GetAspectRatio();
return aspect > 2436.0f / 1125 - 0.05 && aspect < 2436.0f / 1125 + 0.05;
}
}
}
我们先看些类的名字,ResolutionCheck,这个没有太大的问题。所以这个示例就留着。
第十个示例
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace QFramework
{
public class TransformLocalPosImprovements
{
#if UNITY_EDITOR
[MenuItem("QFramework/10.Transform 赋值优化")]
#endif
private static void GenerateUnityPackageName()
{
var transform = new GameObject("transform").transform;
SetLocalPosX(transform, 5.0f);
SetLocalPosY(transform, 5.0f);
SetLocalPosZ(transform, 5.0f);
}
public static void SetLocalPosX(Transform transform, float x)
{
var localPos = transform.localPosition;
localPos.x = x;
transform.localPosition = localPos;
}
public static void SetLocalPosY(Transform transform, float y)
{
var localPos = transform.localPosition;
localPos.y = y;
transform.localPosition = localPos;
}
public static void SetLocalPosZ(Transform transform, float z)
{
var localPos = transform.localPosition;
localPos.z = z;
transform.localPosition = localPos;
}
public static void SetLocalPosXY(Transform transform, float x, float y)
{
var localPos = transform.localPosition;
localPos.x = x;
localPos.y = y;
transform.localPosition = localPos;
}
public static void SetLocalPosXZ(Transform transform, float x, float z)
{
var localPos = transform.localPosition;
localPos.x = x;
localPos.z = z;
transform.localPosition = localPos;
}
public static void SetLocalPosYZ(Transform transform, float y, float z)
{
var localPos = transform.localPosition;
localPos.y = y;
localPos.z = z;
transform.localPosition = localPos;
}
}
}
同样也是没啥太大的问题,也留着。
第十一个示例
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace QFramework
{
public class TransformIdentity : MonoBehaviour
{
#if UNITY_EDITOR
[MenuItem("QFramework/11.Transform 归一化")]
#endif
private static void MenuClicked()
{
var transform = new GameObject("transform").transform;
Identity(transform);
}
/// <summary>
/// 重置操作
/// </summary>
/// <param name="trans">Trans.</param>
public static void Identity(Transform trans)
{
trans.localPosition = Vector3.zero;
trans.localScale = Vector3.one;
trans.localRotation = Quaternion.identity;
}
}
}
类的名字没有问题,但是到这里笔者发现这个类里的方法是可以和 第十个示例: TransformLocalPosImprovements 放在一个类里的,因为都是对 Transform API 的简化。
类名字可以叫 TransformSimplify。
类的定义如下:
public class TransformSimplify
{
/// <summary>
/// 重置操作
/// </summary>
/// <param name="trans">Trans.</param>
public static void Identity(Transform trans)
{
trans.localPosition = Vector3.zero;
trans.localScale = Vector3.one;
trans.localRotation = Quaternion.identity;
}
public static void SetLocalPosX(Transform transform, float x)
{
var localPos = transform.localPosition;
localPos.x = x;
transform.localPosition = localPos;
}
public static void SetLocalPosY(Transform transform, float y)
{
var localPos = transform.localPosition;
localPos.y = y;
transform.localPosition = localPos;
}
public static void SetLocalPosZ(Transform transform, float z)
{
var localPos = transform.localPosition;
localPos.z = z;
transform.localPosition = localPos;
}
public static void SetLocalPosXY(Transform transform, float x, float y)
{
var localPos = transform.localPosition;
localPos.x = x;
localPos.y = y;
transform.localPosition = localPos;
}
public static void SetLocalPosXZ(Transform transform, float x, float z)
{
var localPos = transform.localPosition;
localPos.x = x;
localPos.z = z;
transform.localPosition = localPos;
}
public static void SetLocalPosYZ(Transform transform, float y, float z)
{
var localPos = transform.localPosition;
localPos.y = y;
localPos.z = z;
transform.localPosition = localPos;
}
}
很简单,就是把上一个示例与这个示例的方法都复制到了这里,类的定义位置在 TransformIdentity 的上方。
接下来,我们要把原来的实现方法做中转,再加上 Obselete 属性。这步就不展示了,内容与上一篇文章一致,
第十二个示例
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace QFramework
{
public class PercentFunction : MonoBehaviour
{
#if UNITY_EDITOR
[MenuItem("QFramework/12.概率函数")]
#endif
private static void MenuClicked()
{
Debug.Log(Percent(50));
}
/// <summary>
/// 输入百分比返回是否命中概率
/// </summary>
public static bool Percent(int percent)
{
return Random.Range (0, 100) <= percent;
}
}
}
这个代码的类名就有点问题了,叫做 PercentFunction,Percent 呢,是数学计算,所以我们把这个方法归到 MathUtil 这个类里。
代码如下:
using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using Random = UnityEngine.Random;
namespace QFramework
{
public class MathUtil
{
/// <summary>
/// 输入百分比返回是否命中概率
/// </summary>
public static bool Percent(int percent)
{
return Random.Range (0, 100) <= percent;
}
}
public class PercentFunction : MonoBehaviour
{
#if UNITY_EDITOR
[MenuItem("QFramework/12.概率函数")]
#endif
private static void MenuClicked()
{
Debug.Log(MathUtil.Percent(50));
}
/// <summary>
/// 输入百分比返回是否命中概率
/// </summary>
[Obsolete("方法已弃用,请使用 MathUtil.Percent")]
public static bool Percent(int percent)
{
return MathUtil.Percent(percent);
}
}
}
第十三个示例
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace QFramework
{
public class GameObejctActiveImprovements
{
#if UNITY_EDITOR
[MenuItem("QFramework/13.GameObejct 的显示、隐藏简化")]
#endif
private static void MenuClicked()
{
var gameObject = new GameObject();
Hide(gameObject);
}
public static void Show(GameObject gameObj)
{
gameObj.SetActive(true);
}
public static void Hide(GameObject gameObj)
{
gameObj.SetActive(false);
}
}
}
与 TransformSimplify 一样,我们也定义一个 GameObjectSimplify。
整理后代码如下:
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace QFramework
{
public class GameObjectSimplify
{
public static void Show(GameObject gameObj)
{
gameObj.SetActive(true);
}
public static void Hide(GameObject gameObj)
{
gameObj.SetActive(false);
}
}
public class GameObejctActiveImprovements
{
#if UNITY_EDITOR
[MenuItem("QFramework/13.GameObejct 的显示、隐藏简化")]
#endif
private static void MenuClicked()
{
var gameObject = new GameObject();
GameObjectSimplify.Hide(gameObject);
}
[Obsolete("方法已启用,请使用 GameObjectSimplify.Show")]
public static void Show(GameObject gameObj)
{
GameObjectSimplify.Show(gameObj);
}
[Obsolete("方法已启用,请使用 GameObjectSimplify.Hide")]
public static void Hide(GameObject gameObj)
{
GameObjectSimplify.Hide(gameObj);
}
}
}
到此呢,我们十三个示例都做了一轮整理。整理之后又要回头去解决一些整理过程中发现的问题。这部分内容我们在下一篇开始解决。
今天的内容就这些,拜拜~
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来源:oschina
链接:https://my.oschina.net/u/4392850/blog/3230769