VioletaBabel

72. Model View Controller 2 - PostMessage, DelayMessage 본문

BCA/4. Unity
72. Model View Controller 2 - PostMessage, DelayMessage
Beabletoet 2018. 11. 21. 14:48

이전 편 : http://violetababel.tistory.com/444



PostMessage - 지금 하던 일 끝난 후 할 것 (LateUpdate 이용)

DelayMessage - 일정 시간이 지난 후 함



===


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//GameModel.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class GameModel : MonoBehaviour
{
    public const int _PlayerMan = 0x00000001;
    public const int _KeyMan = 0x00000010;
    public const int _KeyMan2 = 0x00000020//이렇게 한 부분에서도 2의 배수를 이용해 여러 매니저를 한 번에 넣을 수 있다
    public const int _KeyMan3 = 0x00000040;
    public const int _KeyMan4 = 0x00000080;
    public const int _AllMan = 0x11111111;
    
    //[System.Serializable]
    //public class ManagerID
    //{
    //    public string managerName = "";
    //    public GameObject managerObject = null;
    //}
 
    //[Header("Managers")]
    //public ManagerID[] managers;
 
    //private List<Manager> managerList = new List<Manager>();
 
 
    //void Start()
    //{
    //    for (int i = 0; i < managers.Length; i++)
    //    {
    //        managerList.Add(managers[i].managerObject.GetComponent<Manager>());
    //    }
    //}
 
    [Header("Managers")]
    public GameObject playerMan = null;
    public GameObject keyMan = null;
 
    private List<Manager> managerList = new List<Manager>();
    private List<Packet> packets = new List<Packet>();
    private List<Packet> delayPackets = new List<Packet>();
 
    void Start()
    {
        managerList.Add(playerMan.GetComponent<PlayerManager>());
        managerList.Add(keyMan.GetComponent<KeyManager>());
    }
 
    void Update()
    {
 
    }
 
    private void LateUpdate()
    {
        delayPackets.Clear();
        foreach (Packet pk in packets)
        {
            if (pk.dispatchTime <= Time.time)
            {
                DispatchMessage(pk);
            }
            else
            {
                delayPackets.Add(pk);
            }
        }
        packets.Clear();
        foreach (Packet pk in delayPackets)
        {
            packets.Add(pk);
        }
    }
 
    public void SendMessage(int senderID, int receiveID, PacketList packet, int iPacket, object objPacket1, object objPacket2)
    {
        Packet pk = new Packet();
        pk.senderID = senderID;
        pk.recieveID = receiveID;
        pk.packetID = packet;
        pk.iMessage = iPacket;
        pk.objMessage1 = objPacket1;
        pk.objMessage2 = objPacket2;
        SendMessage(pk);
    }
 
    public void PostMessage(int senderID, int receiveID, PacketList packet, int iPacket, object objPacket1, object objPacket2)
    {
        Packet pk = new Packet();
        pk.senderID = senderID;
        pk.recieveID = receiveID;
        pk.packetID = packet;
        pk.iMessage = iPacket;
        pk.objMessage1 = objPacket1;
        pk.objMessage2 = objPacket2;
        packets.Add(pk);
    }
 
    public void DelayMessage(int senderID, int receiveID, PacketList packet, int iPacket, object objPacket1, object objPacket2, float lateTime)
    {
        Packet pk = new Packet();
        pk.senderID = senderID;
        pk.recieveID = receiveID;
        pk.packetID = packet;
        pk.iMessage = iPacket;
        pk.objMessage1 = objPacket1;
        pk.objMessage2 = objPacket2;
        pk.dispatchTime = Time.time + lateTime;
        packets.Add(pk);
    }
 
    public void SendMessage(Packet packet)
    {
        DispatchMessage(packet);
    }
 
    public void PostMessage(Packet packet)
    {
        packets.Add(packet);
    }
 
    public void DelayMessage(Packet packet)
    {
        packets.Add(packet);
    }
 
    private void DispatchMessage(Packet pk)
    {
        foreach (Manager mn in managerList)
        {
            int bReceive = mn.managerID & pk.recieveID; // 여러 곳에 동시에 보내는데, 다 도는 중에 받기로 된 곳만 트루에 뜨게 하기 위해.
            if (bReceive != 0)
            {
                mn.ReceiveMessage(pk);
            }
        }
    }
}
 
cs


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//KeyManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class KeyManager : Manager
{
    public override void ReceiveMessage(Packet pk)
    {
 
    }
 
    private void Start()
    {
        _ManagerID = GameModel._KeyMan;
    }
 
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            GM.gm.DelayMessage(GameModel._KeyMan, GameModel._PlayerMan, PacketList.PACKET_KEYDOWN, (int)KeyCode.Space, nullnull, 1f);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            GM.gm.DelayMessage(GameModel._KeyMan, GameModel._PlayerMan, PacketList.PACKET_KEYUP, (int)KeyCode.Space, nullnull, 1f);
        }
    }
}
cs


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//GM.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class GM
{
    static private GM _gm = null;
    static public GM gm
    {
        get
        {
            if (_gm == null)
            {
                _gm = new GM();
                _gm.init();
            }
            return _gm;
        }
    }
    private GameModel _gameModel = null;
    private void init()
    {
        GameObject gmModel = GameObject.FindGameObjectWithTag("GameModel");
        if (gmModel)
            _gameModel = gmModel.GetComponent<GameModel>();
    }
 
    public void SendMessage(int senderID, int receiveID, PacketList packet, int iPacket, object objPacket1, object objPacket2)
    {
        _gameModel.SendMessage(senderID, receiveID, packet, iPacket, objPacket1, objPacket2);
    }
 
    public void PostMessage(int senderID, int receiveID, PacketList packet, int iPacket, object objPacket1, object objPacket2)
    {
        _gameModel.PostMessage(senderID, receiveID, packet, iPacket, objPacket1, objPacket2);
    }
    public void DelayMessage(int senderID, int receiveID, PacketList packet, int iPacket, object objPacket1, object objPacket2, float lateTime)
    {
        _gameModel.DelayMessage(senderID, receiveID, packet, iPacket, objPacket1, objPacket2, lateTime);
    }
 
    public void SendMessage(Packet packet)
    {
        _gameModel.SendMessage(packet);
    }
 
    public void PostMessage(Packet packet)
    {
        _gameModel.PostMessage(packet);
    }
    public void DelayMessage(Packet packet)
    {
        _gameModel.DelayMessage(packet);
    }
}
 
cs


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