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Commit 4032fd2

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加入服务定位器模式 | add Service Locator Pattern
加入服务定位器模式 | add Service Locator Pattern
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‎Assets/Game Programming Patterns/Service Locator Pattern.meta‎

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‎Assets/Game Programming Patterns/Service Locator Pattern/Example.meta‎

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//-------------------------------------------------------------------------------------
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// ServiceLocatorPatternExample.cs
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//-------------------------------------------------------------------------------------
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using UnityEngine;
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using System.Collections;
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using System;
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namespace ServiceLocatorPatternExample
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{
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public class ServiceLocatorPatternExample : MonoBehaviour
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{
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void Start()
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{
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//注册到服务定位器
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TheAudioPlayer audio = new TheAudioPlayer();
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ServiceLocator.RegisterService(audio);
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}
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void Update()
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{
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//播放声音
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if (Input.GetKeyDown(KeyCode.Alpha1))
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{
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var audio=ServiceLocator.GetAudioService();
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if (audio!=null)
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{
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audio.PlaySound(1);
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}
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}
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//结束声音
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if (Input.GetKeyDown(KeyCode.Alpha2))
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{
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var audio = ServiceLocator.GetAudioService();
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if (audio != null)
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{
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audio.StopSound(1);
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}
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}
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//结束所有声音
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if (Input.GetKeyDown(KeyCode.Alpha3))
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{
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var audio = ServiceLocator.GetAudioService();
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if (audio != null)
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{
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audio.StopAllSounds();
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}
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}
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//注册日志音频类
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if (Input.GetKeyDown(KeyCode.Alpha4))
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{
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ServiceLocator.EnableAudioLogging();
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}
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}
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}
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/// <summary>
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/// 服务定位器管理类
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/// </summary>
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public class ServiceLocator
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{
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static IAudio AudioService_;
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static NullAudio NullAudioService_;
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public static IAudio GetAudioService() { return AudioService_; }
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/// <summary>
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/// 注册服务
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/// </summary>
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/// <param name="service"></param>
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public static void RegisterService(IAudio service)
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{
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if (service == null)
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{
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// Revert to null service.
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AudioService_ = NullAudioService_;
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}
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else
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{
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AudioService_ = service;
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}
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Debug.Log("[ServiceLocator]Finish Register Service!");
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}
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/// <summary>
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/// 注册带日志的音频类
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/// </summary>
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public static void EnableAudioLogging()
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{
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// Decorate the existing service.
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IAudio service = new LoggedAudio(ServiceLocator.GetAudioService());
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// Swap it in.
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RegisterService(service);
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}
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}
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/// <summary>
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///音频接口
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/// </summary>
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public interface IAudio
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{
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void PlaySound(int soundID);
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void StopSound(int soundID);
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void StopAllSounds();
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};
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/// <summary>
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/// 实际的播放音频的实现类
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/// </summary>
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public class TheAudioPlayer : IAudio
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{
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public void PlaySound(int soundID)
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{
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// Play sound using console audio api...
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Debug.Log("Play Sound ! ID = "+soundID.ToString());
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}
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public void StopSound(int soundID)
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{
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// Stop sound using console audio api...
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Debug.Log("Stop Sound ! ID = " + soundID.ToString());
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}
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public void StopAllSounds()
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{
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// Stop all sounds using console audio api...
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Debug.Log("Stop All Sound ! ");
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}
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};
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/// <summary>
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/// null音频类
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/// </summary>
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public class NullAudio : IAudio
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{
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public void PlaySound(int soundID) { /* Do nothing. */ }
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public void StopSound(int soundID) { /* Do nothing. */ }
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public void StopAllSounds() { /* Do nothing. */ }
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};
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/// <summary>
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/// 带日志的音频类
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/// </summary>
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class LoggedAudio : IAudio
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{
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IAudio wrapped_;
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public LoggedAudio(IAudio wrapped)
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{
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wrapped_ = wrapped;
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}
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public void PlaySound(int soundID)
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{
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Log("[LoggedAudio]Play sound!");
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wrapped_.PlaySound(soundID);
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}
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public void StopSound(int soundID)
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{
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Log("[LoggedAudio]Stop sound!");
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wrapped_.StopSound(soundID);
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}
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public void StopAllSounds()
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{
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Log("[LoggedAudio]Stop all sounds!");
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wrapped_.StopAllSounds();
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}
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private void Log(string message)
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{
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Debug.LogError(message);
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// Code to log message...
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}
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}
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}
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‎Assets/Game Programming Patterns/Service Locator Pattern/Example/ServiceLocatorPatternExample.cs.meta‎

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‎Assets/Game Programming Patterns/Service Locator Pattern/Example/ServiceLocatorPatternExample.unity.meta‎

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