在子类中获得正确实现的重载的正确方法

时间:2019-06-30 14:58:02

标签: c# oop unity3d reflection system.reflection

让我先介绍一下我在做什么。

在Unity中,我想制作一些GameObject(例如播放器)来拾取物品(其他GameObject s)。

为此,我设计了以下基本代码:

一个用来拉起和捡起物品的组件:

public class PickupMagnet : MonoBehaviour
{   
    // [...]
    private void Update()
    {
        Transform item = FindClosestItemInRange(); // Well, this line doesn't exist, it's just a simplification.
            if (ítem != null)
             Pickup(item);
    }

    private void Pickup(Transform item)
    {
        IPickup pickup = item.GetComponent<IPickup>();
        if (pickup != null)
        {
            pickup.Pickup();
            Destroy(item);
        }
    }   
}

那些项目(目前是 )的界面:

public interface IPickup
{
    void Pickup();
    // [...]
}

还有我当时做的单个项目:

public class Coin : MonoBehaviour, IPickup
{
    private int price;
    // [...]

    void IPickup.Pickup()
    {
        Global.money += price; // Increase player money
    }   
    // [...]
}

一切正常,直到我想添加一个新项目:医疗包。此物品增加了拾取它的生物的生命值。但是为了做到这一点,我需要生物脚本的实例:LivingObject

public class HealthPack: MonoBehaviour, IPickup
{
    private int healthRestored;
    // [...]

    void IPickup.Pickup(LivingObject livingObject)
    {
        livingObject.TakeHealing(healthRestored);
    }   
    // [...]
}

问题是IPickup.Pickup()上没有任何参数。显然,我可以将其更改为IPickup.Pickup(LivingObject livingObject)并忽略Coin.Pickup上的参数,但是如果将来我想添加更多需要不同参数的项目怎么办? 另一个选择是在接口中添加一个新方法,但这迫使我实现Coin.Pickup(LivingObject livingObject)并实现它。

考虑之后,我删除了IPickup并将其替换为:

public abstract class Pickupable : MonoBehaviour
{
    // [...]
    public abstract bool ShouldBeDestroyedOnPickup { get; }
    public virtual void Pickup() => throw new NotImplementedException();
    public virtual void Pickup(LivingObject livingObject) => throw new NotImplementedException();
}

然后在CoinHealthPack中覆盖必要的方法。另外,我将PickupMagnet.Pickup(Transform item)更改为:

public class PickupMagnet : MonoBehaviour
{
    // [...]
    private LivingObject livingObject;

    private void Start()
    {
        livingObject = gameObject.GetComponent<LivingObject>();
    }
    // [...]
    private void Pickup(Transform item)
    {
        Pickupable pickup = item.GetComponent<Pickupable>();
        if (pickup != null)
        {
            Action[] actions = new Action[] { pickup.Pickup, () => pickup.Pickup(livingObject) };
            bool hasFoundImplementedMethod = false;
            foreach (Action action in actions)
            {
                try
                {
                    action();
                    hasFoundImplementedMethod = true;
                    break;
                }
                catch (NotImplementedException) { }
            }

            if (!hasFoundImplementedMethod)
                throw new NotImplementedException($"The {item.gameObject}'s {nameof(Pickup)} class lack of any Pickup method implementation.");
            else if (pickup.ShouldBeDestroyedOnPickup)
                Destroy(item.gameObject);
        }
    }
}

基本上,这会遍历actions中定义的所有方法并执行它们。如果它们引发NotImplementedException,它将继续尝试使用数组中的其他方法。

这段代码可以正常工作,但是就我个人而言,我不喜欢用Pickable.Pickup的每个重载来定义该数组的想法。

因此,我开始进行一些研究,发现了一种叫做“反射”的东西。我仍然不确定它的工作原理,但是我设法制作了这个工作代码。

private void Pickup(Transform item)
{
    Pickupable pickup = item.GetComponent<Pickupable>();
    if (pickup != null)
    {
        bool hasFoundImplementedMethod = false;
        foreach (MethodInfo method in typeof(Pickupable).GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly))
        {
            if (method.Name == "Pickup")
            {
                ParameterInfo[] parametersGetted = method.GetParameters();
                int parametersAmount = parametersGetted.Length;                    
                object[] parametersObjects = new object[parametersAmount ];
                for (int i = 0; i < parametersAmount; i++)
                {
                    Type parameterType = parametersGetted[i].ParameterType;
                    if (parameters.TryGetValue(parameterType, out object parameterObject))
                        parametersObjects[i] = parameterObject;
                    else
                        throw new KeyNotFoundException($"The key Type {parameterType} was not found in the {nameof(parameters)} dictionary.");
                }
                bool succed = TryCatchInvoke(pickup, method, parametersObjects);
                if (succed) hasFoundImplementedMethod = true;                    
            }
        }

        if (!hasFoundImplementedMethod)
            throw new NotImplementedException($"The {item.gameObject}'s {nameof(Pickup)} class lack of any Pickup method implementation.");
        else if (pickup.ShouldBeDestroyedOnPickup)
            Destroy(item.gameObject);
    }
}

private bool TryCatchInvoke(Pickupable instance, MethodInfo method, object[] args)
{
    try
    {
        method.Invoke(instance, args);
        return true;
    }
    catch (Exception) // NotImplementedException doesn't work...
    {
        return false;
    }
}

并添加到MagnetPickup

private LivingObject livingObject;
private Dictionary<Type, object> parameters;

private void Start()
{
    livingObject = gameObject.GetComponent<LivingObject>();
    parameters = new Dictionary<Type, object> { { typeof(LivingObject), livingObject } };
}

...并且可以工作。

我对Unity分析器不是很熟悉,但是我认为最后一个代码的运行速度(不到1%)快一点。

问题是我不确定将来的代码是否会给我带来问题,所以这是我的问题:是反思是解决此问题的正确方法,还是我应该使用try / catch尝试还是其他代码?

对于1%的不确定性,我不确定是否应该承担使用它的风险。我不是在寻找最佳性能,而只是解决此问题的正确方法。

1 个答案:

答案 0 :(得分:1)

我确实认为最好的方法是在Pickup中发送对您的Player对象的引用,然后对每种Pickup对象类型进行自定义逻辑。我可能会跳过该接口,而只拥有一个名为“ PickupObject”的基础对象,然后让FindClosestItemInRange返回这些对象。

最后,您应该销毁GameObject,而不要传递给Pickup函数。您可能可以销毁Transform并获得相同的结果(我没有尝试过),但是实际上销毁GameObject而不是GameObject的任何组件只是一种好习惯

public class PickupObject : MonoBehaviour
{
    virtual void Pickup(Player playerObject) { }
}

public class Coin : PickupObject 
{
    public int price;
    override void Pickup(Player playerObject)
    {
        playerObject.money += price; // Move money over to the player as it probably makes more sense
    }
}
public class HealthPack : PickupObject 
{
    public int healthRestored;
    override void Pickup(Player playerObject)
    {
        playerObject.health += healthRestored;
    }
}

public class PickupMagnet : MonoBehaviour
{   
    public Player PlayerObject;
    private void Update()
    {
        PickupObject item = FindClosestItemInRange();
        Pickup(item);
    }

    private void Pickup(PickupObject pickup)
    {
            pickup.Pickup(PlayerObject);
            Destroy(pickup.gameObject);
    }   
}

编辑,对您的代码有一些一般想法:

如果您有通用的“ LivingObject”,可以按照代码的建议同时获取生命值和硬币,那么您可能会泛化得太多。听起来您只有一个需要拿起东西的球员。根据我的经验,让“任何东西”能够拾取“任何东西”只是一种概括。不要尝试在第一行代码中解决所有未来的问题。如果您不确定要去哪里,或者在这个早期阶段结构不妙。编写执行所需功能的代码,并在出现模式和重复时重构它。