1.

2.加法操作类

using System.Collections;
using System.Collections.Generic;
using UnityEngine; //加法操作类
public class AddOperation : Operation
{
//重写父类方法
public override double GetResult()
{
double dReult = 0;
dReult = m_dNumberA + m_dNumberB;
return dReult;
}
}

3.减法操作类

using System.Collections;
using System.Collections.Generic;
using UnityEngine; //减法操作类
public class SubOperation : Operation
{
//重写父类方法
public override double GetResult()
{
double dReult = 0;
dReult = m_dNumberA - m_dNumberB;
return dReult;
}
}

4.乘法操作类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 乘法操作类
/// </summary>
public class RideOperation : Operation
{
public override double GetResult()
{
double dResult = 0;
dResult = m_dNumberA * m_dNumberB;
return dResult;
}
}

5.公共类

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class Operation
{
public double m_dNumberA;
public double m_dNumberB;
//虚方法提供子类重写
public virtual double GetResult()
{
double dResult = 0;
return dResult;
} } public class OperationFactory
{
public Operation CreateOperate(string str)
{
Operation operation = null;
switch (str)
{
case "+":
operation = new AddOperation ();
break;
case "-":
operation = new SubOperation();
break;
case "*":
operation = new RideOperation();
break;
default:
break;
}
return operation;
}
}

6.使用

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class OperateTest : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
OperationFactory factory = new OperationFactory();
Operation operation = factory.CreateOperate("+");
operation.m_dNumberA = 5;
operation.m_dNumberB = 2;
double addResult = operation.GetResult();
Debug.Log("加:" + addResult);
Operation Suboperation = factory.CreateOperate("-");
Suboperation.m_dNumberA = 10;
Suboperation.m_dNumberB = 2;
double subResult = Suboperation.GetResult();
Debug.Log("减:" + subResult);
Operation Rideoperation = factory.CreateOperate("*");
Rideoperation.m_dNumberA = 2;
Rideoperation.m_dNumberB = 2;
double rideResult = Rideoperation.GetResult();
Debug.Log("乘:" + rideResult); //1+(1+2)+(1+2+3)+...+(1+2+3+...+10)之和
int i = 1, j = 1, s = 0, s1 =0;
while (j<=10)
{
while (i<=j)
{
s += i;
i++;
}
s1 += s;
j++;
}
Debug.Log(s1); } }

7.打印结果

8.好用的代码块

单例模式  代码如下

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 单例模式基类模块的作用主要是——减少单例模式重复代码的书写
/// </summary>
/// <typeparam name="T"></typeparam>
public class BaseManager<T> where T :new ()
{
private static T _instance;
public static T GetInstance()
{
if (_instance ==null)
{
_instance = new T();
}
return _instance;
} }

8.1 怎么使用单例,新建脚本继承它就行了  需要新建Resources文件夹 放两个预制体测试 一个Cube一个Sphere 具体使用情况自行扩展即可

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class CeShi2 : BaseManager <CeShi2>
{
public int oko = 0;
}

怎么继承单例的

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class CeShi3 : BaseManager <CeShi3>
{
public bool bol = false;
}

怎么继承单例的

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class CeShi1 : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
CeShi2.GetInstance().oko++;
CeShi3.GetInstance().bol = true;
Debug.Log(CeShi2.GetInstance().oko
+" " + CeShi3.GetInstance().bol);
} // Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
//向缓存池中拿东西
PoolManager.GetInstance().GetObj("Cube");
}
if (Input.GetMouseButtonDown(1))
{
PoolManager.GetInstance().GetObj("Sphere");
}
Debug.Log(PoolManager.GetInstance().pool1Dic.Count);
}
}

怎么使用单例的

8.2 缓存池模块 代码如下 怎么调用的在上面脚本Update里面点击鼠标调用的缓存池拿东西

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 缓存池模块
/// </summary>
public class PoolManager : BaseManager <PoolManager>
{
//这里是缓存池模块 //创建字段存储容器
public Dictionary<string, List<GameObject>> pool1Dic = new Dictionary<string, List<GameObject>>(); private GameObject poolObj;
//取得游戏物体
public GameObject GetObj(string name)
{
GameObject obj = null;
//ContainsKey判断是否包含指定的“键名”
//.count 获得符合条件的个数
if (pool1Dic.ContainsKey(name) && pool1Dic[name].Count > 0)
{
//取得List中的第一个
obj = pool1Dic[name][0];
//移除第零个(这样才能允许同时创建多个物体)
//这样才是真正的“拿出来”
pool1Dic[name].RemoveAt(0);
}
else
{
//缓存池中没有该物体,我们去目录中加载
//外面传一个预设体的路径和名字,我内部就去加载它
//Resources类允许你从指定的路径查找或访问资源(api)
obj = GameObject.Instantiate(Resources.Load<GameObject>(name));
//创建对象后,将对象的名字与池中名字相符
obj.name = name;
}
//让物体显示出来
obj.SetActive(true);
obj.transform.parent = null;
return obj;
} //外界返还游戏物体
public void PushObj(string name, GameObject obj)
{
if (poolObj == null)
{
poolObj = new GameObject("Pool"); }
//将这个物体设置父亲为空物体
obj.transform.parent = poolObj.transform; //让物体失活
obj.SetActive(false);
//里面有记录这个键(有这个抽屉)
if (pool1Dic.ContainsKey(name))
{
pool1Dic[name].Add (obj);
}
//未曾记录这个键(没有这个抽屉)
else
{
pool1Dic.Add(name, new List<GameObject>() { obj });
}
}
}

缓存池代码

8.3 下面加一个缓存池返还东西  脚本直接挂在物体上即可

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 挂到物体身上的
/// </summary>
public class DelPush : MonoBehaviour
{
void OnEnable()
{
//unity自带的延迟方法 在time秒后,延迟调用方法methodName
Invoke("Push", 1);
} //放回去
void Push()
{
PoolManager.GetInstance().PushObj(transform.name, this.gameObject);
}
}

挂在物体上的代码

简单记录一下

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