在计时器上生成事件时切换值

时间:2012-02-23 17:49:42

标签: system.reactive xna-4.0

我正在玩XNA概念验证中使用Rx,我遇到了一些构成一些查询的障碍,我希望大家可以帮助我理解其中的一些运营商工作。

在我的POC中,我希望玩家的分数仅在没有主动拖动操作时增加。此外,还有一个“抓斗规”,我想在有持续阻力的情况下耗尽,并在没有时填充。最后,如果正在进行拖动操作并且抓斗指数降至0以下,我想取消拖动操作。

我的分数递增工作得很好:

 IObservable<bool> PrincessGrabbed; // e.g., OnGrabbedBegin
 _playerScoreChanged = IObservable<Unit>
// ... //

// In the initialization method
_playerScoreChanged = from startTrigger in PrincessGrabbed.StartWith(false)
                                                          .Where(x => !x)
                      from i in Observable.Interval(TargetElapsedTime)
                                          .TakeUntil(PrincessGrabbed
                                                       .Where(x => x)
                      select new Unit(); 

_playerScoreChanged.Subscribe(unit => PlayerScore += 1);

分数将在预期时递增,并在拾取角色时停止。然而,使测量仪行为正常工作一直很麻烦。我已经使用WindowGenerate等尝试了大量的变体......但似乎最终发生的事情是它根本不起作用,或者增量/减量测量操作最终互相争斗,或者它们似乎都能正常工作,但继续在背景中减去或添加点/规格。这是规格实施(性能极差,大约10-15秒后崩溃,无法正常工作):

var a = from startTrigger in PrincessGrabbed.StartWith(false).Where(x => x)
                from i in Observable.Interval(TargetElapsedTime)
                    .Where(x => GrabGaugeFillAmount > 0)
                    .TakeUntil(PrincessGrabbed.Where(x => !x))
                select new Unit();

a.TimeInterval().Subscribe(unit => 
            GrabGaugeFillAmount -= (float)unit.Interval.TotalSeconds * 
                GrabGaugeDepletionPerSecond);

我毫不怀疑我对Rx缺乏了解在某种方式,形状或形式上存在缺陷,但我已经达到了尝试不同运算符/查询的极限。任何见解?


EPILOGUE:Gideon Engelberth的回答符合我的需求 - 我希望我可以将它推荐10倍!这是他的答案的快速C#表示(不是100%在IDisposable.Dispose()上,但应该关闭):

public class AlternatingSubject : IDisposable
{
    private readonly object _lockObj = new object();

    private int _firstTriggered;

    private readonly ISubject<Unit> _first = new Subject<Unit>();
    public ISubject<Unit> First { get { return _first; }}

    private readonly ISubject<Unit> _second = new Subject<Unit>();
    public ISubject<Unit> Second { get { return _second; }}

    public void TriggerFirst()
    {
        if (System.Threading.Interlocked.Exchange(ref _firstTriggered, 1) == 1)
            return;

        First.OnNext(Unit.Default);
    }

    public void TriggerSecond()
    {
        if (System.Threading.Interlocked.Exchange(ref _firstTriggered, 0) == 0)
            return;

        Second.OnNext(Unit.Default);
    }

    #region Implementation of IDisposable
    public void Dispose()
    {
        lock (_lockObj)
        {
            First.OnCompleted();
            Second.OnCompleted();
        }
    }
    #endregion
}

连接游戏类中事件的逻辑(有一些重构机会)。总结:像魅力一样!谢谢!

public class PrincessCatcherGame : Game
{
    // ... //
    public IObservable<bool> PrincessGrabbed // external source fires these events
    { 
        get 
        { 
            return princessGrabbed.AsObservable();
        }
    } 
    // ... //
    private readonly ISubject<bool> _princessGrabbed = new Subject<bool>();
    private readonly ISubject<Unit> _grabGaugeEmptied = new Subject<Unit>();
    private readonly ISubject<Unit> _grabGaugeFull = new Subject<Unit>();
    private readonly AlternatingSubject _alternatingSubject = new AlternatingSubject();
    private ISubject<Unit> _grabs;
    private ISubject<Unit> _releases;
    // ... //
    private void SubscribeToGrabbedEvents()
    {
        var decrements = from g in _grabs
                         from tick in Observable.Interval(TargetElapsedTime).TakeUntil(_releases)
                         select Unit.Default;
        decrements.Subscribe(x =>
                                 {
                                     Debug.Assert(GrabGaugeFillAmount >= 0);
                                     GrabGaugeFillAmount -= (GrabGaugeDepletionPerSecond/30f);
                                     if (GrabGaugeFillAmount <= 1)
                                     {
                                         GrabGaugeFillAmount = 0;
                                         _alternatingSubject.TriggerSecond();
                                         _grabGaugeEmptied.OnNext(Unit.Default);
                                     }
                                 });
        decrements.Subscribe(x => PlayerScore += 1);

        var increments = from r in _releases
                         from tick in Observable.Interval(TargetElapsedTime).TakeUntil(_grabs.Merge(_grabGaugeFull))
                         select Unit.Default;
        increments.Subscribe(x =>
                                 {
                                     Debug.Assert(GrabGaugeFillAmount <= 100);
                                     GrabGaugeFillAmount += (GrabGaugeFillPerSecond/30f);
                                     if (GrabGaugeFillAmount >= 100)
                                     {
                                         GrabGaugeFillAmount = 100;
                                         _grabGaugeFull.OnNext(Unit.Default);
                                     }
                                 });
    }

1 个答案:

答案 0 :(得分:1)

你肯定是在正确的轨道上。我首先要抓取并发布自己的可观察对象,然后根据这两个可观察对象制作PrincessGrabbed。对于这样的情况,我使用的是我称之为AlternatingSubject的课程。

Public NotInheritable Class AlternatingSubject
    Implements IDisposable
    'IDisposable implementation left out for sample

    Private _firstTriggered As Integer

    Private ReadOnly _first As New Subject(Of Unit)()
    Public ReadOnly Property First As IObservable(Of Unit)
        Get
            Return _first
        End Get
    End Property

    Private ReadOnly _second As New Subject(Of Unit)()
    Public ReadOnly Property Second As IObservable(Of Unit)
        Get
            Return _second
        End Get
    End Property

    Public Sub TriggerFirst()
        If System.Threading.Interlocked.Exchange(_firstTriggered, 1) = 1 Then Exit Sub
        _first.OnNext(Unit.Default)
    End Sub

    Public Sub TriggerSecond()
        If System.Threading.Interlocked.Exchange(_firstTriggered, 0) = 0 Then Exit Sub
        _second.OnNext(Unit.Default)
    End Sub

End Class

除此之外,您可能希望添加一个“gague full”observable,您可以通过递增方法触发它。 “gague empty”将触发AlternatingSubject的发布部分。

Sub Main()
    Dim alt As New AlternatingSubject
    Dim grabs = alt.First
    Dim releases = alt.Second
    Dim isGrabbed As New Subject(Of Boolean)()

    'I assume you have these in your real app, 
    'simulate them with key presses here
    Dim mouseDowns As New Subject(Of Unit)
    Dim mouseUps As New Subject(Of Unit)

    Dim gagueFulls As New Subject(Of Unit)()

    'the TakeUntils ensure that the timers stop ticking appropriately
    Dim decrements = From g In grabs
                     From tick In Observable.Interval(TargetElapsedTime) _
                                    .TakeUntil(releases)
                     Select Unit.Default
    'this TakeUnitl watches for either a grab or a gague full
    Dim increments = From r In releases
                     From tick In Observable.Interval(TargetElapsedTime) _
                                    .TakeUntil(grabs.Merge(gagueFulls))
                     Select Unit.Default

    'simulated values for testing, you may just have
    'these be properties on an INotifyPropertyChanged object
    'rather than having a PlayerScoreChanged observable.
    Const GagueMax As Integer = 20
    Const GagueMin As Integer = 0
    Const GagueStep As Integer = 1
    Dim gagueValue As Integer = GagueMax
    Dim playerScore As Integer

    Dim disp As New CompositeDisposable()
    'hook up IsGrabbed to the grabs and releases
    disp.Add(grabs.Subscribe(Sub(v) isGrabbed.OnNext(True)))
    disp.Add(releases.Subscribe(Sub(v) isGrabbed.OnNext(False)))
    'output grabbed state to the console for testing
    disp.Add(isGrabbed.Subscribe(Sub(v) Console.WriteLine("Grabbed: " & v)))
    disp.Add(gagueFulls.Subscribe(Sub(v) Console.WriteLine("Gague full")))


    disp.Add(decrements.Subscribe(Sub(v)
                                      'testing use only
                                      If gagueValue <= GagueMin Then
                                          Console.WriteLine("Should not get here, decrement below min!!!")
                                      End If

                                      'do the decrement
                                      gagueValue -= GagueStep
                                      Console.WriteLine("Gague value: " & gagueValue.ToString())
                                      If gagueValue <= GagueMin Then
                                          gagueValue = GagueMin
                                          Console.WriteLine("New gague value: " & gagueValue)
                                          alt.TriggerSecond() 'trigger a release when the gague empties
                                      End If
                                  End Sub))
    disp.Add(decrements.Subscribe(Sub(v)
                                      'based on your example, it seems you score just for grabbing
                                      playerScore += 1
                                      Console.WriteLine("Player Score: " & playerScore)
                                  End Sub))
    disp.Add(increments.Subscribe(Sub(v)
                                      'testing use only
                                      If gagueValue >= GagueMax Then
                                          Console.WriteLine("Should not get here, increment above max!!!")
                                      End If

                                      'do the increment
                                      gagueValue += GagueStep
                                      Console.WriteLine("Gague value: " & gagueValue.ToString())
                                      If gagueValue >= GagueMax Then
                                          gagueValue = GagueMax
                                          Console.WriteLine("New gague value: " & gagueValue)
                                          gagueFulls.OnNext(Unit.Default) 'trigger a full
                                      End If
                                  End Sub))
    'hook the "mouse" to the grab/release subject
    disp.Add(mouseDowns.Subscribe(Sub(v) alt.TriggerFirst()))
    disp.Add(mouseUps.Subscribe(Sub(v) alt.TriggerSecond()))

    'mouse simulator
    Dim done As Boolean
    Do
        done = False
        Dim key = Console.ReadKey()
        If key.Key = ConsoleKey.G Then
            mouseDowns.OnNext(Unit.Default)
        ElseIf key.Key = ConsoleKey.R Then
            mouseUps.OnNext(Unit.Default)
        Else
            done = True
        End If
    Loop While Not done
    'shutdown
    disp.Dispose()
    Console.ReadKey()
End Sub

为了测试应用程序,一切都在一个功能中。在您真实的应用程序中,您当然应该考虑要公开的内容以及如何使用。