Instead of writing a code like
FindObjectOfType<GameManager>().gameOver()
I would like to type just
gm.gameOver()
Is there a way to do that in Unity?
Maybe using some kind of alias, or some kind of namespace or something else. I am after making my code clean, so using GameManger gm = FindObjectOfType() in every file that uses a the GameManager is not what I am looking for.
In general I have to discourage this question. This is very questionable and I would actually not recommend this kind of shortening aliases for types and especially not for a complete method call ... bad enough when it is done with variables and fields by a lot of people.
Always use proper variable and field names thus that by reading the code you already know what you are dealing with!
how about storing it in a variable (or class field) at the beginning or whenever needed (but as early as possible)
// You could also reference it already in the Inspector
// and skip the FindObjectOfType call entirely
[SerializeField] private _GameManager gm;
private void Awake()
{
if(!gm) gm = FindObjectOfType<_GameManager>();
}
and then later use
gm.gameOver();
where needed.
In general you should do this only once because FindObjectOfType is a very performance intense call.
This has to be done of course for each class wanting to use the _GameManager instance ...
However this would mostly be the preferred way to go.
Alternatively you could also (ab)use a Singleton pattern ... it is controversial and a lot of people hate it kind of ... but actually in the end FindObjectOfType on the design side does kind of the same thing and is even worse in performance ...
public class _GameManager : MonoBehaviour
{
// Backing field where the instance reference will actually be stored
private static _GameManager instance;
// A public read-only property for either returning the existing reference
// finding it in the scene
// or creating one if not existing at all
public static _GameManager Instance
{
get
{
// if the reference exists already simply return it
if(instance) return instance;
// otherwise find it in the scene
instance = FindObjectOfType<_GameManager>();
// if found return it now
if(instance) return instance;
// otherwise a lazy creation of the object if not existing in scene
instance = new GameObject("_GameManager").AddComponent<_GameManager>();
return instance;
}
}
private void Awake()
{
instance = this;
}
}
so you can at least reduce it to
_GameManager.Instance.gameOver();
the only alias you can create now would be using a using statement at the top of the file like e.g.
using gm = _GameManager;
then you can use
gm.Instance.gameOver();
it probably won't get much shorter then this.
But as said this is very questionable and doesn't bring any real benefit, it only makes your code worse to read/maintain! What if later in time you also have a GridManager and a GroupMaster? Then calling something gm is only confusing ;)
Btw you shouldn't start types with a _ .. rather call it e.g. MyGameManager or use a different namespace if you wanted to avoid name conflicts with an existing type
Related
So, I have bound the CombatController to an object called "godObject". In the Start() method, I call init() functions on other classes. I did this so I can control the order in which objects are initialized since, for example, the character controller relies on the grid controller being initialized.
Quick diagram:
-------------------- calls
| CombatController | ----------> CameraController.init();
-------------------- |
| ---> GridController.init();
|
| ---> CharacterController.init();
So, now I have a slight problem. I have multiple properties that I need in every controller. At the moment, I have bound everything to the combat controller itself. That means that, in every controller, I have to get an instance of the CombatController via GameObject.Find("godObject).GetComponent<CombatController>(). To be honest, I don't think this is good design.
My idea now was to create a BaseCombatController that extends MonoBehavior, and then have all other classes like GridController, CharacterController etc. extend the BaseCombatController. It might look like this:
public class BaseCombatController : MonoBehaviour
{
public GameObject activePlayer;
public void setActivePlayer(GameObject player) {
this.activePlayer = player;
}
... more stuff to come ...
}
This way, I could access activePlayer everywhere without the need to create a new instance of the CombatController. However, I'm not sure if this doesn't have possible side effects.
So, lots of text for a simple question, is that safe to do?
I use inheritance in Unity all the time. The trick, like you have in the question, is to allow your base class to inherit from monobehavior. For Example:
public class Base Item : Monobehavior
{
public string ItemName;
public int Price;
public virtual void PickUp(){//pickup logic}
//Additional functions. Update etc. Make them virtual.
}
This class sets up what an item should do. Then in a derived class you can change and extend this behavior.
public class Coin : BaseItem
{
//properties set in the inspector
public override void PickUp(){//override pickup logic}
}
I have used this design pattern a lot over the past year, and am currently using it in a retail product. I would say go for it! Unity seems to favor components over inheritance, but you could easily use them in conjunction with each other.
Hope this helps!
As far as I can see this should be safe. If you look into Unity intern or even Microsoft scripts they all extend/inhert (from) each other.
Another thing you could try would be the use of interfaces, here is the Unity Documentation to them: https://unity3d.com/learn/tutorials/topics/scripting/interfaces if you want to check it out.
You are right that GameObject.Find is pure code smell.
You can do it via the inheritance tree (as discussed earlier) or even better via interfaces (as mentioned by Assasin Bot), or (I am surprised no one mentioned it earlier) via static fields (aka the Singleton pattern).
One thing to add from experience - having to have Inits() called in a specific order is a yellow flag for your design - I've been there myself and found myself drowned by init order management.
As a general advice: Unity gives you two usefull callbacks - Awake() and Start(). If you find yourself needing Init() you are probably not using those two as they were designed.
All the Awakes() are guaranteed (for acvie objects) to run before first Start(), so do all the internal object initialisation in Awake(), and binding to external objects on Start(). If you find yourself needing finer control - you should probably simplify the design a bit.
As a rule of thumb: all objects should have their internal state (getcomponents<>, list inits etc) in order by the end of Awake(), but they shold not make any calls depending on other objects being ready before Start(). Splitting it this way usually helps a lot
Alright so I've been continuing to learn about classes and oop languages. And am a bit confused.
If I was to have a separate class for player stats. And in that class I have some private ints and then some functions to change them publicly.
Say I want to change and get those ints From my main class. I make an object and assign them to local variables then I can call the local variables in my main script. Then update the variable in the stat class.
It seems a little silly that I have to make a local variable as well as a separate variable in a different class.
To me it would make sense to just be able to call the separate class in a new object whenever I wanted to access the variables in the stat class but I can't...
Let me know if this isn't clear as I can try to expand more.
Thanks
Ben
You do not have to make new variables in the "main" class ....
you can just use the getters and setters through the object that you created.
Also copying variables from player stats to main class is not a good idea because now you have to maintain two copies of same data, at least until you are in scope of main class. If not handled correctly it can also cause data inconsistencies.
Assuming you are using Java, you can do this.
public class PlayerStats{
private int var1=20;
public void setVar1(int var1){
this.var1=var1
}
public int getVar1(){
return var1
}
}
public class mainClass{
PlayerStats pStats = new PlayerStats();
pStats.getVar1();
pStats.setVar1(14);
System.out.println(pStats.getVar1());
}
Thanks for that answer definately cleared things up however, in the object created in mainClass if I create the object in one function how do I use it in another function in the same class?
Depends on how and if the two functions are connected and how central that object is to your class.
If the object is very central to class :
That is, you are using it almost in all the function, your class revolves around playing with that object, then you can create it at class level something along these lines
public class mainClass{
PlayerStats pStats = new PlayerStats();
public void function1() {
pStats.setVar1(14);
System.out.println(pStats.getVar1());
}
public void function2(int x) {
pStats.setVar1(x);
System.out.println(pStats.getVar1());
}
}
If two functions are not connected :
Just make a new object inside the function scope, if possible.
This is better than creating an object at class level, because the object becomes eligible for garbage collection after the function is finished executing. Whereas, the object created at class level stays in the memory as long as the object (instance of main class) is in the memory.
If two functions are connected, i.e you are calling one function from inside the second function :
you can just pass the object as an argument, something along these lines
public class mainClass{
public void function1() {
PlayerStats pStats = new PlayerStats();
pStats.setVar1(14);
function2(pStats)
}
public void function2(PlayerStats x) {
System.out.println(pStats.getVar1());
}
}
Also google dependency injection, it is an important concept, try to use it as often as possible. It produces good decoupled and testable design
There is so much more to say, people have written books on this topic, OO Design is an art in itself.
I've been creating a prototype for a modern MUD engine. A MUD is a simple form of simulation and provide a good method in which to test a concept I'm working on. This has led me to a couple of places in my code where things, are a bit unclear, and the design is coming into question (probably due to its being flawed). I'm using model first (I may need to change this) and I've designed a top down architecture of game objects. I may be doing this completely wrong.
What I've done is create a MUDObject entity. This entity is effectively a base for all of my other logical constructs, such as characters, their items, race, etc. I've also created a set of three meta classes which are used for logical purposes as well Attributes, Events, and Flags. They are fairly straightforward, and are all inherited from MUDObject.
The MUDObject class is designed to provide default data behavior for all of the objects, this includes deletion of dead objects. The automatically clearing of floors. etc. This is also designed to facilitate this logic virtually if needed. For example, checking a room to see if an effect has ended and deleting the the effect (remove the flag).
public partial class MUDObject
{
public virtual void Update()
{
if (this.LifeTime.Value.CompareTo(DateTime.Now) > 0)
{
using (var context = new ReduxDataContext())
{
context.MUDObjects.DeleteObject(this);
}
}
}
public virtual void Pause()
{
}
public virtual void Resume()
{
}
public virtual void Stop()
{
}
}
I've also got a class World, it is derived from MUDObject and contains the areas and room (which in turn contain the games objects) and handles the timer for the operation to run the updates. (probably going to be moved, put here as if it works would limit it to only the objects in-world at the time.)
public partial class World
{
private Timer ticker;
public void Start()
{
this.ticker = new Timer(3000.0);
this.ticker.Elapsed += ticker_Elapsed;
this.ticker.Start();
}
private void ticker_Elapsed(object sender, ElapsedEventArgs e)
{
this.Update();
}
public override void Update()
{
this.CurrentTime += 3;
// update contents
base.Update();
}
public override void Pause()
{
this.ticker.Enabled = false;
// update contents
base.Pause();
}
public override void Resume()
{
this.ticker.Enabled = true;
// update contents
this.Resume();
}
public override void Stop()
{
this.ticker.Stop();
// update contents
base.Stop();
}
}
I'm curious of two things.
Is there a way to recode the context so that it has separate
ObjectSets for each type derived from MUDObject?
i.e. context.MUDObjects.Flags or context.Flags
If not how can I query a child type specifically?
Does the Update/Pause/Resume/Stop architecture I'm using work
properly when placed into the EF entities directly? given than it's for
data purposes only?
Will locking be an issue?
Does the partial class automatically commit changes when they are made?
Would I be better off using a flat repository and doing this in the game engine directly?
1) Is there a way to recode the context so that it has separate ObjectSets for each type derived from MUDObject?
Yes, there is. If you decide that you want to define a base class for all your entities it is common to have an abstract base class that is not part of the entity framework model. The model only contains the derived types and the context contains DbSets of derived types (if it is a DbContext) like
public DbSet<Flag> Flags { get; set; }
If appropriate you can implement inheritance between classes, but that would be to express polymorphism, not to implement common persistence-related behaviour.
2) Does the Update/Pause/Resume/Stop architecture I'm using work properly when placed into the EF entities directly?
No. Entities are not supposed to know anything about persistence. The context is responsible for creating them, tracking their changes and updating/deleting them. I think that also answers your question about automatically committing changes: no.
Elaboration:
I think here it's good to bring up the single responsibility principle. A general pattern would be to
let a context populate objects from a store
let the object act according to their responsibilities (the simulation)
let a context store their state whenever necessary
I think Pause/Resume/Stop could be responsibilities of MUD objects. Update is an altogether different kind of action and responsibility.
Now I have to speculate, but take your World class. You should be able to express its responsibility in a short phrase, maybe something like "harbour other objects" or "define boundaries". I don't think it should do the timing. I think the timing should be the responsibility of some core utility which signals that a time interval has elapsed. Other objects know how to respond to that (e.g. do some state change, or, the context or repository, save changes).
Well, this is only an example of how to think about it, probably far from correct.
One other thing is that I think saving changes should be done not nearly as often as state changes of the objects that carry out the simulation. It would probably slow down the process dramatically. Maybe it should be done in longer intervals or by a user action.
First thing to say, if you are using EF 4.1 (as it is tagged) you should really consider going to version 5.0 (you will need to make a .NET 4.5 project for this)
With several improvements on performance, you can benefit from other features also. The code i will show you will work for 5.0 (i dont know if it will work for 4.1 version)
Now, let's go to you several questions:
Is there a way to recode the context so that it has separate
ObjectSets for each type derived from MUDObject? If not how can I
query a child type specifically?
i.e. context.MUDObjects.Flags or context.Flags
Yes, you can. But to call is a little different, you will not have Context.Worlds you will only have the base class to be called this way, if you want to get the set of Worlds (that inherit from MUDObject, you will call:
var worlds = context.MUDObjects.OfType<World>();
Or you can do in direct way by using generics:
var worlds = context.Set<World>();
If you define you inheritance the right way, you should have an abstract class called MUDObjects and all others should iherit from that class. EF can work perfectly with this, you just need to make it right.
Does the Update/Pause/Resume/Stop architecture I'm using work properly
when placed into the EF entities directly? given than it's for data
purposes only?
In this case i think you should consider using a Design Pattern called Strategy Pattern, do some research, it will fit your objects.
Will locking be an issue?
Depends on how you develop the system....
Does the partial class automatically commit changes when they are
made?
Did not understand that question.... Partial classes are just like regular classes, thay are just in different files, but when compiled (or event at Design-Time, because of the vshost.exe) they are in fact just one.
Would I be better off using a flat repository and doing this in the
game engine directly?
Hard to answer, it all depends on the requirements of the game, deploy strategy....
I'm trying to figure out to create a behavior that will copy a boolean site configuration value to an output model.
This way I don't have to copy the bool in each action who's view requires it, but can simply add the behavior to the controller actions that need this value.
In some of the older versions of FubuMVC, I believe behaviors could modify the output model after it's left the controller. But I'm not sure how to do this in the more recent versions of FubuMVC (or I've forgotten).
Can anyone give me an example of or point me in the direction of the best practice for copying a site configuration value to an output model?
Let's say I had an output model called HomeViewModel that had a property called FooterText that I wanted loaded from settings object (let's say HomeSettings) that was retrieved from the container (i.e. StructureMap).
The Behavior
My behavior would look something like this:
public class HomeFooterBehavior : BasicBehavior
{
private readonly HomeSettings _settings;
private readonly IFubuRequest _request;
public HomeFooterBehavior(HomeSettings settings, IFubuRequest request)
: base(PartialBehavior.Executes)
{
_settings = settings;
_request = request;
}
protected override DoNext performInvoke()
{
SetupFooter();
return DoNext.Continue;
}
public void SetupFooter()
{
var viewModel = _request.Find<HomeViewModel>().First();
viewModel.HomeFooterText = _settings.FooterText;
}
}
This behavior takes in the HomeSettings object and the IFubuRequest object (both injected dependencies) and then gets the HomeViewModel (output model) from the request and then sets the HomeFooterText property on the output model based on the value from the settings object.
NOTE: I'm assuming that you've already got your HomeSettings object wired up in the container (for example, using the ISettingsProvider stuff built into FubuMVC). If you don't already have this, let me know and I can post some code on how to do that.
Wiring Up The Convention
To wire up the behavior, you'll need to define the convention through an IConfigurationAction, for example:
public class HomeFooterBehaviorConfiguration : IConfigurationAction
{
public void Configure(BehaviorGraph graph)
{
graph.Actions()
.Where(x => x.HasOutput &&
x.OutputType().Equals(typeof(HomeViewModel)))
.Each(x => x.AddAfter(Wrapper.For<HomeFooterBehavior>()));
}
}
This is a real dumb convention for demonstration purposes. In your project, you might make it a little more generic. For example, any output model that has an attribute on it, or implements a specific interface, etc. In fact, you might want to inspect all output models to see if they contain any properties that match a certain criteria (for example, all properties that end with "Settings" - like "FooterSettings" or something).
Don't be afraid to define wide sweeping conventions like this due to performance concerns since all this convention code runs at start-up time and not on every request.
Note the "AddAfter" call and the "Wrapper.For" call. That's the key in that it places your behavior after the controller action is executed, but before the view is rendered.
Now that you have your behavior and your convention defined, it's time to wire it up in your FubuRegistry.
Wiring Up Your Convention in your FubuRegistry
After the call to "Routes." in your FubuRegistry, add a line like this:
ApplyConvention<HomeFooterBehaviorConfiguration>();
Recompile and it should work.
Please let me know if you run into any problems.
This is pretty basic, but sort of a generic issue so I want to hear what people's thoughts are. I have a situation where I need to take an existing MSI file and update it with a few standard modifications and spit out a new MSI file (duplication of old file with changes).
I started writing this with a few public methods and a basic input path for the original MSI. The thing is, for this to work properly, a strict path of calls has to be followed from the caller:
var custom = CustomPackage(sourcemsipath);
custom.Duplicate(targetmsipath);
custom.Upgrade();
custom.Save();
custom.WriteSmsXmlFile(targetxmlpath);
Would it be better to put all the conversion logic as part of the constructor instead of making them available as public methods? (in order to avoid having the caller have to know what the "proper order" is):
var custom = CustomPackage(sourcemsipath, targetmsipath); // saves converted msi
custom.WriteSmsXmlFile(targetxmlpath); // saves optional xml for sms
The constructor would then directly duplicate the MSI file, upgrade it and save it to the target location. The "WriteSmsXmlFile is still a public method since it is not always required.
Personally I don't like to have the constructor actually "do stuff" - I prefer to be able to call public methods, but it seems wrong to assume that the caller should know the proper order of calls?
An alternative would be to duplicate the file first, and then pass the duplicated file to the constructor - but it seems better to have the class do this on its own.
Maybe I got it all backwards and need two classes instead: SourcePackage, TargetPackage and pass the SourcePackage into the constructor of the TargetPackage?
I'd go with your first thought: put all of the conversion logic into one place. No reason to expose that sequence to users.
Incidentally, I agree with you about not putting actions into a constructor. I'd probably not do this in the constructor, and instead do it in a separate converter method, but that's personal taste.
It may be just me, but the thought of a constructor doing all these things makes me shiver. But why not provide a static method, which does all this:
public class CustomPackage
{
private CustomPackage(String sourcePath)
{
...
}
public static CustomPackage Create(String sourcePath, String targetPath)
{
var custom = CustomPackage(sourcePath);
custom.Duplicate(targetPath);
custom.Upgrade();
custom.Save();
return custom;
}
}
The actual advantage of this method is, that you won't have to give out an instance of CustomPackage unless the conversion process actually succeeded (safe of the optional parts).
Edit In C#, this factory method can even be used (by using delegates) as a "true" factory according to the Factory Pattern:
public interface ICustomizedPackage
{
...
}
public class CustomPackage: ICustomizedPackage
{
...
}
public class Consumer
{
public delegate ICustomizedPackage Factory(String,String);
private Factory factory;
public Consumer(Factory factory)
{
this.factory = factory;
}
private ICustomizedPackage CreatePackage()
{
return factory.Invoke(..., ...);
}
...
}
and later:
new Consumer(CustomPackage.Create);
You're right to think that the constructor shouldn't do any more work than to simply initialize the object.
Sounds to me like what you need is a Convert(targetmsipath) function that wraps the calls to Duplicate, Upgrade and Save, thereby removing the need for the caller to know the correct order of operations, while at the same time keeping the logic out of the constructor.
You can also overload it to include a targetxmlpath parameter that, when supplied, also calls the WriteSmsXmlFile function. That way all the related operations are called from the same function on the caller's side and the order of operations is always correct.
In such situations I typicaly use the following design:
var task = new Task(src, dst); // required params goes to constructor
task.Progress = ProgressHandler; // optional params setup
task.Run();
I think there are service-oriented ways and object-oritented ways.
The service-oriented way would be to create series of filters that passes along an immutable data transfer object (entity).
var service1 = new Msi1Service();
var msi1 = service1.ReadFromFile(sourceMsiPath);
var service2 = new MsiCustomService();
var msi2 = service2.Convert(msi1);
service2.WriteToFile(msi2, targetMsiPath);
service2.WriteSmsXmlFile(msi2, targetXmlPath);
The object-oriented ways can use decorator pattern.
var decoratedMsi = new CustomMsiDecorator(new MsiFile(sourceMsiPath));
decoratedMsi.WriteToFile(targetMsiPath);
decoratedMsi.WriteSmsXmlFile(targetXmlPath);