Unity游戏状态脚本控制思考
发表于2018-10-19
Unity的各个脚本是怎么有条不紊运作的,带着这个思考,下面就给大家分享下自己是怎么用C#控制台程序模拟下游戏状态脚本控制的,主要分为这两大块来给大家介绍。
1、Unity的脚本控制
首先是游戏脚本接口,如下:
interface IGame
{
void Awake();
void Start();
void Update();
}
有了脚本接口我们就能够去实现具体逻辑了,这里就简单的实现两个脚本。
public class GameBase:IGame
{
public GameBase() { } public void Awake() { Console.WriteLine("Awake"); } public void Start() { Console.WriteLine("Start"); } public void Update() { Console.WriteLine("Update"); } } public class MyGameScript:IGame { public MyGameScript() { } public void Awake() { Console.WriteLine("MyGameScript Awake"); } public void Start() { Console.WriteLine("MyGameScript Start"); } public void Update() { Console.WriteLine("MyGameScript Update"); } }
脚本里面的函数你可以做任意想做的事情,下面开始游戏逻辑了,其实也很简单,就分两步,一个是注册脚本,一个是游戏循环。
class Program
{
public static List<IGame> scripts = new List<IGame>();
static void Main(string[] args)
{
RegistScripts();
GameLoop();
}
private static void GameLoop()
{
foreach (var script in scripts)
{
script.Awake();
}
foreach (var script in scripts)
{
script.Start();
}
while (true)
{
Thread.Sleep(1000); //这里为了演示 控制帧率
foreach (var script in scripts)
{
script.Update();
}
}
}
private static void RegistScripts()
{
GameBase gb = new GameBase();
MyGameScript mgs = new MyGameScript();
scripts.Add(gb);
scripts.Add(mgs);
}
}
分析:Unity的内部实现其实不是这样的,这里只是通过自己的方式去实现,最后上一张运行的结果。

二、Unity的实现原理
核心点:
C#脚本+Mono+C++
UnityEngine里的核心类似这么写的:
public class Component
{
private IntPtr native_handle=IntPtr.Zero;
[MethodImpl(MethodImplOptions.InternalCall)]
public extern static Component[] GetComponents();
[MethodImpl(MethodImplOptions.InternalCall)]
public extern static int get_id_Internal(IntPtr native_handle);
[MethodImpl(MethodImplOptions.InternalCall)]
public extern static int get_tag_Internal(IntPtr native_handle);
public int ID {
get {
return get_id_Internal(native_handle);
}
}
public int Tag
{
get
{
return get_tag_Internal(native_handle);
}
}
}
关键的部分我们都是反编译看不到的,看不到的部分都是通过底层C++去实现的,然后通过Mono进行交互(托管代码与非托管代码之间的交互)。
对应C++代码是这样的:
struct Component { int id; int tag; };
Component* Components;
uint32_t num_Components;
MonoClassField* native_handle_field;
MonoDomain* domain;
MonoClass* Component_class;
//获取属性
int ManagedLibrary_Component_get_id_Internal(const Component* component)
{
return component->id;
}
//获取tag
int ManagedLibrary_Component_get_tag_Internal(const Component* component)
{
return component->tag;
}
//获取组件
MonoArray* ManagedLibrary_Component_GetComponents()
{
MonoArray* array = mono_array_new(domain, Component_class, num_Components);
for(uint32_t i = 0; i < num_Components; ++i)
{
MonoObject* obj = mono_object_new(domain, Component_class);
mono_runtime_object_init(obj);
void* native_handle_value = &Components[i];
mono_field_set_value(obj, native_handle_field, &native_handle_value);
mono_array_set(array, MonoObject*, i, obj);
}
return array;
}
int main(int argc, char* argv[])
{
//------------------------------------------------------------------------------------------------
//例子3:模仿Unity的实现方式
//mono运行时的配置
mono_set_dirs("C:\\Program Files\\Mono\\lib",
"C:\\Program Files\\Mono\\etc");
mono_config_parse(NULL);
const char* managed_binary_path = "E:\\test\\ManagedLibrary.dll";
//获取应用域
domain = mono_jit_init(managed_binary_path);
//加载程序集
MonoAssembly* assembly = mono_domain_assembly_open(domain, managed_binary_path);
MonoImage* image = mono_assembly_get_image(assembly);
//通过Mono的mono_add_internal_call方法将C#中的接口和C/C++中的具体实现关联起来
mono_add_internal_call("ManagedLibrary.Component::get_id_Internal",reinterpret_cast<void*>(ManagedLibrary_Component_get_id_Internal));
mono_add_internal_call("ManagedLibrary.Component::get_tag_Internal",reinterpret_cast<void*>(ManagedLibrary_Component_get_tag_Internal));
mono_add_internal_call("ManagedLibrary.Component::GetComponents",reinterpret_cast<void*>(ManagedLibrary_Component_GetComponents));
//Component.cs
Component_class =mono_class_from_name(image,"ManagedLibrary","Component");
native_handle_field =mono_class_get_field_from_name(Component_class,"native_handle");
num_Components =5;
Components = new Component[5];
for(uint32_t i = 0; i < num_Components; ++i)
{
Components[i].id = i;
Components[i].tag = i * 5;
}
// Main.cs
MonoClass* main_class = mono_class_from_name(image, "ManagedLibrary", "Main");
const bool include_namespace = true;
MonoMethodDesc* managed_method_desc = mono_method_desc_new("ManagedLibrary.Main:TestComponent()", include_namespace);
MonoMethod* managed_method = mono_method_desc_search_in_class(managed_method_desc, main_class);
mono_method_desc_free(managed_method_desc);
//执行
mono_runtime_invoke(managed_method, NULL, NULL, NULL);
//释放应用域
mono_jit_cleanup(domain);
//释放组件
delete[] Components;
return 0;
//
}
着重理解下核心点“C#脚本+Mono+C++”,明白了这个就简单了。
来自:https://blog.csdn.net/a958832776/article/details/78857406
