I'm new to passing delegates and was wondering if the following code is possible to do?
CommandQueue.AddCommand(
new CommandItem(
group.MyGroupActionMovement(
new Vector3(-1000,-1000,-1000))));
ok to elaborate I'm going to do a code dump of my bad attempt at the command pattern...
So I'm trying to create a queue of commands. Starting with just the movement command. It takes a vector3 as a parameter. Other Commands will have different parameters like enums and game objects.
This is supposed to be my interface for commands/actions but, I've been messing with it to see what I can do.
public class IGroupAction: MonoBehaviour
{
public delegate bool Del(Vector3 destination);
public virtual bool Execute()
{
return true;
}
}
This is supposed to be the command/action unit/item
public class GroupActionItem
{
public IGroupAction MyGroupAction;
public GroupActionItem(IGroupAction.Del action)
{
}
public bool PerformAction()
{
return MyGroupAction.Execute();
}
}
This is the command pattern that I've completed so far
public class GroupAction
{
public List<GroupActionItem> Actions;
public GroupAction()
{
Actions = new List<GroupActionItem>();
}
public void AddAction(GroupActionItem groupActionItem)
{
Actions.Add(groupActionItem);
}
public void ClearActions()
{
Actions.Clear();
}
public void PerformActions()
{
if (Actions.Count >= 1)
{
if(Actions[0].PerformAction())
{
Actions.Remove(Actions[0]);
}
}
}
}
This is where I execute the movement command
public class GroupActionMovement : IGroupAction
{
public override bool Execute()
{
return Movement();
}
public bool Movement(Vector3 destination)
{
return true;
}
}
public class Group : MonoBehaviour
{
public GroupActionMovement MyGroupActionMovement;
}
This is the execution of the coded behavior.
public class Player : MonoBehaviour
{
public Dictionary<Group,GroupAction> PlayerGroupsActions;
public List<Group> Groups;
void Start()
{
PlayerGroupsActions = new Dictionary<Group, GroupAction>();
Groups = GetComponentsInChildren<Group>().ToList();
foreach (Group group in Groups)
{
GroupAction playerGroupActions = new GroupAction();
PlayerGroupsActions.Add(group,playerGroupActions);
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
//remove the foreach
foreach (Group group in Groups)
{
//directly apply the group
PlayerGroupsActions.TryGetValue(group, out GroupAction playerGroupActions);
if (playerGroupActions != null)
{
playerGroupActions.AddAction(new GroupActionItem(group.MyGroupActionMovement.Movement));
}
}
}
foreach (Group group in Groups)
{
PlayerGroupsActions.TryGetValue(group, out GroupAction playerFormationActions);
if (playerFormationActions != null)
{
if (playerFormationActions.Actions.Count != 0)
{
playerFormationActions.PerformActions();
}
}
}
}
}
I'm sorry if this isn't the best explanation of what is going on or, that a code dump is not the best way to explain what i'm doing.
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