UniRx官方入門文檔

UniRx 官方文檔翻譯

UniRx 基於Unity的響應式編程框架

什麼是UniRx?


UniRx(Unity的響應式編程框架)是.Net響應式編程框架的重新實現版本。官方的Rx的實現方式是非常棒的。但是,在Unity中使用會有一些問題;在IOS的IL2CPP中有兼容性的問題。UniRx修復這些問題,並針對Unity添加了一些特別的工具。支持的平臺包括PC/Mac/Android/iOS/WebGL/WindowsStore/等等。

UniRx可在Asset Store(免費)中下載: http://u3d.as/content/neuecc/uni-rx-reactive-extensions-for-unity/7tT

博客信息更新:https://medium.com/@neuecc

Unity Forums 在線支持,有問題隨時向我提問:http://forum.unity3d.com/threads/248535-UniRx-Reactive-Extensions-for-Unity

發現說明: UniRx/releases

UniRx 作爲核心庫+平臺適配器(MainThreadScheduler/FromCoroutinue/etf)+框架(ObservableTriggers/ReactiveProperty/etc)

注意:async/await 集成(UniRx.Async)被分離到Cysharp/UniTask 7.0之後的版本

爲什麼使用Rx?


通常,在Unity對網絡操作要求使用WWW和Coroutine.但是出於以下幾點原因(或者其它原因)使用協程來進行異步操作並不順手:

1.雖然協程的返回類型必須是IEnumerator,但是協程不能返回任何值。
2.因爲yield return 語句不能被try-catch結構體包裹,協程中不能處理異常。

這種缺乏可組合性導致程序的緊耦合,往往造成IEnumators中邏輯過於複雜。

Rx可以解決異步調用的“傷痛”,Rx 是一個使用可觀察集合和LINQ風格查詢運算符組合成的基於異步和基於事件的可編程庫。

遊戲循環(every Update,OnCollisionEnter),傳感器數據(Kinect,Leap Motion,VR Input 等等)這些類型的事件。Rx將事件表示爲響應式序列。通過使用LINQ查詢運算符,Rx變得容易組合且支持基於時間的操作。

Unity通常是單線程的,但是UniRx促進了多線程joins、cancel 訪問GameObject,等等。

UniRx爲UGUI提供了UI編程。所有的UI事件(clicked,valuechanged,等)均可以被轉化爲UniRx的事件流。

Unity 在2017之後支持C# 中的astnc/await。UniRx 爲Unity提供了更輕量、強大的async/await集成。請看: Cysharp/UniTask.

介紹


非常棒的介紹Rx的文章:The introduction to Reactive Programming you’ve been missing.

以下代碼使用UniRx實現了文章中的雙擊檢測事例:

var clickStream=Observable.EveryUpdate()
.Where(_=>Input.GetMouseButtonDown(0));

clickStream.Buffer(clickStream.Throttle(TimeSpan.FromMilliseconds(250)))
    .Where(xs => xs.Count >= 2)
    .Subscribe(xs => Debug.Log("DoubleClick Detected! Count:" + xs.Count));

本事例演示了以下功能(僅僅使用5行代碼):

  • 遊戲循環(Update)作爲事件流
  • 可組合事件流
  • 合併自身流
  • 易於處理基於時間的操作

網絡操作


使用ObservableWWW 進行一步網絡操作。它的Get/Post函數返回可訂閱的IObservables.

ObservableWWW.Get("http://google.co.jp/")
.Subscribe(
    x=Debug.Log(x.Substring(0,100)),
    ex=Debug.LogExecption(ex)
);

Rx是可組合也是可以取消的,你可以使用LINQ 查詢表達式:

var query=from google in ObservableWWW.Get("http://google.com/")
          from bing in ObservableWWW.Get("http://bing.com/")
          from unknow in ObservableWWW(goole+bing)
          select new {google,bing,unknow};
var cancel=query.Subscribe(x=>Debug.Log(x));

cancel.Dispose();

使用Observable.WhenAll 執行並行請求(parallel):

var parallel=Observable.WhenAll(
    ObservableWWW.Get("http://google.com/"),
    ObservableWWW.Get("http://bing.com/"),
    ObservableWWW.Get("http://unity3d.com/")
);
parallel.Subscribe(xs=>{
    Debug.Log(xs[0].Substring(0,100));// google
    Debug.Log(xs[1].Substring(0,100));// bing
    Debug.Log(xs[2].Substring(0,100));// unity
});

提供進度信息:

// notifier for progress use ScheduledNotifier or new Progress<float>(/* action */)
var progressNotifier=new ScheduledNotifier<float>();
// pass notifier to WWW.Get/Post
progressNotifier.Subscribe(x=>Debug.Log(x));

錯誤處理:

// If WWW has .error, ObservableWWW throws WWWErrorException to onError pipeline.
// WWWErrorException has RawErrorMessage, HasResponse, StatusCode, ResponseHeaders
ObservableWWW.Get("http://www.google.com/404")
    .CatchIgnore((WWWErrorException ex) =>
    {
        Debug.Log(ex.RawErrorMessage);
        if (ex.HasResponse)
        {
            Debug.Log(ex.StatusCode);
        }
        foreach (var item in ex.ResponseHeaders)
        {
            Debug.Log(item.Key + ":" + item.Value);
        }
    })
    .Subscribe();

使用IEnumators (Coroutines)


IEnumator(Coroutine)是Unity的基本異步工具,UniRx集成了協程和IObservables,你可以在協程中寫異步代碼,並使用UniRx編排他們。這是控制異步流最好的方式。

// two coroutines
IEnumerator AsyncA()
{
    Debug.Log("a start");
    yield return new WaitForSeconds(1);
    Debug.Log("a end");
}

IEnumerator AsyncB()
{
    Debug.Log("b start");
    yield return new WaitForEndOfFrame();
    Debug.Log("b end");
}
// main code
// Observable.FromCoroutine converts IEnumerator to Observable<Unit>.
// You can also use the shorthand, AsyncA().ToObservable()
        
// after AsyncA completes, run AsyncB as a continuous routine.
// UniRx expands SelectMany(IEnumerator) as SelectMany(IEnumerator.ToObservable())
var cancel = Observable.FromCoroutine(AsyncA)
    .SelectMany(AsyncB)
    .Subscribe();

// you can stop a coroutine by calling your subscription's Dispose.
cancel.Dispose();

在Unity5.3中,你可以使用ToYieldInstruction將Observable轉化爲Coroutine:

IEnumerator TestNewCustomYieldInstruction()
{
    // wait Rx Observable.
    yield return Observable.Timer(TimeSpan.FromSeconds(1)).ToYieldInstruction();

    // you can change the scheduler(this is ignore Time.scale)
    yield return Observable.Timer(TimeSpan.FromSeconds(1), Scheduler.MainThreadIgnoreTimeScale).ToYieldInstruction();

    // get return value from ObservableYieldInstruction
    var o = ObservableWWW.Get("http://unity3d.com/").ToYieldInstruction(throwOnError: false);
    yield return o;

    if (o.HasError) { Debug.Log(o.Error.ToString()); }
    if (o.HasResult) { Debug.Log(o.Result); }

    // other sample(wait until transform.position.y >= 100) 
    yield return this.transform.ObserveEveryValueChanged(x => x.position).FirstOrDefault(p => p.y >= 100).ToYieldInstruction();
}

通常情況下,當我們想要協程返回一個值時,我們必須使用回調。Observable.FromCoroutine 可以將協程轉化爲可取消的IObservable[T]。

public static IObservable<string> GetWWW(string url)
{
    // convert coroutine to IObservable
    return Observable.FromCoroutine<string>((observer, cancellationToken) => GetWWWCore(url, observer, cancellationToken));
}

// IObserver is a callback publisher
// Note: IObserver's basic scheme is "OnNext* (OnError | Oncompleted)?" 
static IEnumerator GetWWWCore(string url, IObserver<string> observer, CancellationToken cancellationToken)
{
    var www = new UnityEngine.WWW(url);
    while (!www.isDone && !cancellationToken.IsCancellationRequested)
    {
        yield return null;
    }

    if (cancellationToken.IsCancellationRequested) yield break;

    if (www.error != null)
    {
        observer.OnError(new Exception(www.error));
    }
    else
    {
        observer.OnNext(www.text);
        observer.OnCompleted(); // IObserver needs OnCompleted after OnNext!
    }
}

這還有更多的示例,下方展示多個OnNext的形式:

public static IObservable<float> ToObservable(this UnityEngine.AsyncOperation asyncOperation)
{
    if (asyncOperation == null) throw new ArgumentNullException("asyncOperation");

    return Observable.FromCoroutine<float>((observer, cancellationToken) => RunAsyncOperation(asyncOperation, observer, cancellationToken));
}

static IEnumerator RunAsyncOperation(UnityEngine.AsyncOperation asyncOperation, IObserver<float> observer, CancellationToken cancellationToken)
{
    while (!asyncOperation.isDone && !cancellationToken.IsCancellationRequested)
    {
        observer.OnNext(asyncOperation.progress);
        yield return null;
    }
    if (!cancellationToken.IsCancellationRequested)
    {
        observer.OnNext(asyncOperation.progress); // push 100%
        observer.OnCompleted();
    }
}

// usecase
Application.LoadLevelAsync("testscene")
    .ToObservable()
    .Do(x => Debug.Log(x)) // output progress
    .Last() // last sequence is load completed
    .Subscribe();

多線程的使用


// Observable.Start is start factory methods on specified scheduler
// default is on ThreadPool
var heavyMethod = Observable.Start(() =>
{
    // heavy method...
    System.Threading.Thread.Sleep(TimeSpan.FromSeconds(1));
    return 10;
});

var heavyMethod2 = Observable.Start(() =>
{
    // heavy method...
    System.Threading.Thread.Sleep(TimeSpan.FromSeconds(3));
    return 10;
});

// Join and await two other thread values
Observable.WhenAll(heavyMethod, heavyMethod2)
    .ObserveOnMainThread() // return to main thread
    .Subscribe(xs =>
    {
        // Unity can't touch GameObject from other thread
        // but use ObserveOnMainThread, you can touch GameObject naturally.
        (GameObject.Find("myGuiText")).guiText.text = xs[0] + ":" + xs[1];
    }); 

DefaultScheduler(默認調度器)


UniRx默認是基於時間操作的(Interval、Timer、Buffer(timeSpan)等等),使用Scheduler.MainThread作爲它們的調度器。UniRx中的大多數運算符(Observable.Start除外)都是在單個線程上執行的;因此不需要ObserverOn,並且可以忽略線程安全問題。雖然和標準 .NET 中的Rx實現不同,但是這更符合Unity的環境。
Scheduler.Mainthread的執行受Time.timeScale的影響,如果你想要在執行時忽略TimeScale,你可以使用Scheduler.MainThreadIgnoreTimeScale代替。

MonoBehaviour triggers


UniRx使用UniRx.Triggers處理MonoBehaviour事件:

using UniRx;
using UniRx.Triggers; // need UniRx.Triggers namespace

public class MyComponent : MonoBehaviour
{
    void Start()
    {
        // Get the plain object
        var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);

        // Add ObservableXxxTrigger for handle MonoBehaviour's event as Observable
        cube.AddComponent<ObservableUpdateTrigger>()
            .UpdateAsObservable()
            .SampleFrame(30)
            .Subscribe(x => Debug.Log("cube"), () => Debug.Log("destroy"));

        // destroy after 3 second:)
        GameObject.Destroy(cube, 3f);
    }
}

支持的triggers如列表所示:UniRx.wiki#UniRx.Triggers

通過直接訂閱Component/GameObject上的擴展方法返回的Observables(可觀察對象),可以更輕鬆的處理事件,這些方法被自動注入到ObservableTrigger中(除了ObservableEventTrigger和ObservableStateMachineTrigger):

using UniRx;
using UniRx.Triggers;
public class DragAndDropOnce:MonoBehaviour{
    void Start(){
        this.OnMouseDownAsObservable()
        .SelectMany(_=>this.UpdateAsObservable())
        .TakeUntil(this.OnMouseUpAsObservable())
        .Select(_=>Input.mousePosition)
        .Subscribe(x=>Debug.Log(x));
    }
}

之前版本中UniRx提供了ObservableMonoBehaiour.新版本中以不再對其提供支持,請使用UniRx.Triggers代替。

創建自定義Triggers

將Unity事件轉化爲Observable(可觀察對象)是處理Unity事件最好的方式。如果UniRx提供的標準的triggers不夠使用的話,你可以自定義triggers.爲了演示,下方提供了一個基於UGUI的LongTap(長按)觸發演示:

public class ObservableLongPointerDownTrigger : ObservableTriggerBase, IPointerDownHandler, IPointerUpHandler{
    public float IntervalSecond=1f;
    Subject<Unit> onLongPointerDown;
    float> raiseTime;

    void Update(){
        if (raiseTime!=null&&raiseTime<=Time.realtimeSinceStartup){
            if (onLongPointerDown!=null)onLongPointerDown.OnNext(Unit.Default);
            raiseTime=null;
        }
    }
     void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
    {
        raiseTime = Time.realtimeSinceStartup + IntervalSecond;
    }
    void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
    {
        raiseTime = null;
    }
    public IObservable<Unit> OnLongPointerDownAsObservable()
    {
        return onLongPointerDown ?? (onLongPointerDown = new Subject<Unit>());
    }
    protected override void RaiseOnCompletedOnDestroy()
    {
        if (onLongPointerDown != null)
        {
            onLongPointerDown.OnCompleted();
        }
    }
}

它的使用像標準triggers一樣簡單:

var trigger = button.AddComponent<ObservableLongPointerDownTrigger>();
trigger.OnLongPointerDownAsObservable().Subscribe();

Observable 生命週期管理


什麼時候調用OnCompleted? 使用UniRx時,必須考慮訂閱的生命週期管理。當與GameObject對象相連的遊戲對象被銷燬時,ObservableTriggers會調用OnCompleted.其它的靜態生成器方法(Observable.Timer、Observable.EveryUpdate…等等,並不會自動停止,他們的訂閱需要被手動管理。

Rx提供了一些輔助方法,比如,IDisposable.AddTo運行你一次釋放多個訂閱:

// CompositeDisposable is similar with List<IDisposable>, manage multiple IDisposable
CompositeDisposable disposables = new CompositeDisposable(); // field

void Start()
{
    Observable.EveryUpdate().Subscribe(x => Debug.Log(x)).AddTo(disposables);
}
void OnTriggerEnter(Collider other)
{
    // .Clear() => Dispose is called for all inner disposables, and the list is cleared.
    // .Dispose() => Dispose is called for all inner disposables, and Dispose is called immediately after additional Adds.
    disposables.Clear();
}

如果你想在GameObject被銷燬時自動釋放,你可以使用AddTo(GameObject/Component):

void Start(){
    Observable.IntervalFrame(30).Subscribe(x=Debug.Log(x)).AddTo(this);
}

AddTo可以促進流的自動釋放,如果你需要在管道中隊OnCompleted進行特殊處理,那麼你可以使用TakeWhile、TakeUntil、TakeUntilDestroy和TakeUntilDisable代替:

Observable.IntervalFrame(30).TakeUntilDisable(this)
    .Subscribe(x => Debug.Log(x), () => Debug.Log("completed!"));

當你處理事件時,Repeat是一種重要但危險的方法,它可能會造成程序的無線循環,因此,請謹慎使用它:

using UniRx;
using UniRx.Triggers;
public class DangerousDragAndDrop:MonoBehaviour{
    void Start(){
        this.gameObject.OnMouseDownAsObservable()
        .SelectMany(_=>this.gameObject.UpdateAsObservable())
        .TakeUtil(this.gameObject.OnMouseUpAsObservable())
        .Select(_=>Input.mousePosition)
        .Repeat()
        .Subscribe(x=>Debug.Log(x));
    }
}

UniRx另外提供了一種安全使用Repeat的方法。RepeatSafe:
如果重複調用OnComplete,Repeat將會停止。RepeatUntilDestroy(gameObject/component), RepeatUntilDisable(gameObject/component)允許在目標對象被銷燬時停止。

this.gameObject.OnMouseDownAsObservable()
    .SelectMany(_ => this.gameObject.UpdateAsObservable())
    .TakeUntil(this.gameObject.OnMouseUpAsObservable())
    .Select(_ => Input.mousePosition)
    .RepeatUntilDestroy(this) // safety way
    .Subscribe(x => Debug.Log(x));  

UniRx確保hot Observable(FromEvent/Subject/ReactiveProperty/UnityUI.AsObservable…, 類似事件)可以持續的處理異常。什麼意思?如果在Subscribe中訂閱,這不分離事件。

button.OnClickAsObservable().Subscribe(_ =>
{
    // If throws error in inner subscribe, but doesn't detached OnClick event.
    ObservableWWW.Get("htttp://error/").Subscribe(x =>
    {
        Debug.Log(x);
    });
});

這種行爲有時很有用,比如用戶事件的處理。

每一個類的實例都提供了一個ObserveEveryValueChanged的方法。這個方法可以每一幀檢測某個值發生的變化:

// watch position change
this.transform.ObserveEveryValueChanged(x => x.position).Subscribe(x => Debug.Log(x));

這是非常有用的,如果觀察的目標是一個GameObject;當GameObject被銷燬時,訂閱將自動停止並調用OnCompleted.如果觀察的對象是一個原生的C#對象,OnCompleted將在GC時被調用。

將Unity回調轉化爲IObservables(可觀察對象)


使用Subject(或者AsyncSubject進行異步操作):

public class LogCallback
{
    public string Condition;
    public string StackTrace;
    public UnityEngine.LogType LogType;
}

public static class LogHelper
{
    static Subject<LogCallback> subject;

    public static IObservable<LogCallback> LogCallbackAsObservable()
    {
        if (subject == null)
        {
            subject = new Subject<LogCallback>();

            // Publish to Subject in callback
            UnityEngine.Application.RegisterLogCallback((condition, stackTrace, type) =>
            {
                subject.OnNext(new LogCallback { Condition = condition, StackTrace = stackTrace, LogType = type });
            });
        }

        return subject.AsObservable();
    }
}

// method is separatable and composable
LogHelper.LogCallbackAsObservable()
    .Where(x => x.LogType == LogType.Warning)
    .Subscribe();

LogHelper.LogCallbackAsObservable()
    .Where(x => x.LogType == LogType.Error)
    .Subscribe();

Unity5中,Application.RegisterLogCallback被移除了,轉而提供Application.logMessageReceived的支持,因此,我們現在可以簡單的使用Observable.FromEvent.

public static IObservable<LogCallback> LogCallbackAsObservable()
{
    return Observable.FromEvent<Application.LogCallback, LogCallback>(
        h => (condition, stackTrace, type) => h(new LogCallback { Condition = condition, StackTrace = stackTrace, LogType = type }),
        h => Application.logMessageReceived += h, h => Application.logMessageReceived -= h);
}

Stream Logger


// using UniRx.Diagnostics;

// logger is threadsafe, define per class with name.
static readonly Logger logger = new Logger("Sample11");

// call once at applicationinit
public static void ApplicationInitialize()
{
    // Log as Stream, UniRx.Diagnostics.ObservableLogger.Listener is IObservable<LogEntry>
    // You can subscribe and output to any place.
    ObservableLogger.Listener.LogToUnityDebug();

    // for example, filter only Exception and upload to web.
    // (make custom sink(IObserver<EventEntry>) is better to use)
    ObservableLogger.Listener
        .Where(x => x.LogType == LogType.Exception)
        .Subscribe(x =>
        {
            // ObservableWWW.Post("", null).Subscribe();
        });
}

// Debug is write only DebugBuild.
logger.Debug("Debug Message");

// or other logging methods
logger.Log("Message");
logger.Exception(new Exception("test exception"));

Debugging


UniRx.Diagnostics命名空間下的Debug運算符便於用於調試。

// needs Diagnostics using
using UniRx.Diagnostics;

---

// [DebugDump, Normal]OnSubscribe
// [DebugDump, Normal]OnNext(1)
// [DebugDump, Normal]OnNext(10)
// [DebugDump, Normal]OnCompleted()
{
    var subject = new Subject<int>();

    subject.Debug("DebugDump, Normal").Subscribe();

    subject.OnNext(1);
    subject.OnNext(10);
    subject.OnCompleted();
}

// [DebugDump, Cancel]OnSubscribe
// [DebugDump, Cancel]OnNext(1)
// [DebugDump, Cancel]OnCancel
{
    var subject = new Subject<int>();

    var d = subject.Debug("DebugDump, Cancel").Subscribe();

    subject.OnNext(1);
    d.Dispose();
}

// [DebugDump, Error]OnSubscribe
// [DebugDump, Error]OnNext(1)
// [DebugDump, Error]OnError(System.Exception)
{
    var subject = new Subject<int>();

    subject.Debug("DebugDump, Error").Subscribe();

    subject.OnNext(1);
    subject.OnError(new Exception());
}

在在OnNext,OnError,OnCompleted,OnCancel,OnSubscribe時序上顯示序列元素以進行Debug.Log,僅當#if DEBUG時才被啓用。

Unity-specific Extra Gems

// Unity's singleton UiThread Queue Scheduler
Scheduler.MainThreadScheduler 
ObserveOnMainThread()/SubscribeOnMainThread()

// Global StartCoroutine runner
MainThreadDispatcher.StartCoroutine(enumerator)

// convert Coroutine to IObservable
Observable.FromCoroutine((observer, token) => enumerator(observer, token)); 

// convert IObservable to Coroutine
yield return Observable.Range(1, 10).ToYieldInstruction(); // after Unity 5.3, before can use StartAsCoroutine()

// Lifetime hooks
Observable.EveryApplicationPause();
Observable.EveryApplicationFocus();
Observable.OnceApplicationQuit();

FrameCount-based timeoperators


UniRx 提供了一些繼續幀數的時間運算符

Method
EveryUpdate
EevryFixedUpdate
EveryEndOfFrame
EveryGameObjectUpdate
EveryLateUpdate
ObserveOnMainThread
NextFrame
IntervalFrame
TimerFrame
DelayFrame
SampleFrame
ThrottleFrame
ThrottleFirstFrame
TimeoutFrame
DelayFrameSubscription
FrameInterval
FrameTimeInterval
BatchFrame

例如,一次延時調用:

Observable.TimerFrame(100).Subscribe(_ => Debug.Log("after 100 frame"));

Every* 方法的執行順序如下:

EveryGameObjectUpdate(in MainThreadDispatcher's Execution Order) ->
EveryUpdate -> 
EveryLateUpdate -> 
EveryEndOfFrame

如果在MainThreadDispatcher之前調用了調用者,則從同一幀調用EveryGameObjectUpdate.(我建議對MainThreadDispatcher的調用在同一幀中優先於EveryLateUpdate、EveryEndOfFrame),EveryUpdate在下一幀中調用。

MicroCoroutine(微協程)

微協程的優點在於內存高效和執行快速。它的實現是基於Unity blog’s 10000 UPDATE() CALLS,避免了託管內存-非託管內存的開銷,以致迭代速度提升了10倍。微協程自動用於基於幀數的時間運算符和ObserveEveryValueChanged.

如果你想使用微協程替代Unity自帶的協程(Coroutine),使用MainThreadDispatcher.StartUpdateMicroCoroutine 或者Observable.FromMicroCoroutine.

int counter;

IEnumerator Worker()
{
    while(true)
    {
        counter++;
        yield return null;
    }
}

void Start()
{
    for(var i = 0; i < 10000; i++)
    {
        // fast, memory efficient
        MainThreadDispatcher.StartUpdateMicroCoroutine(Worker());

        // slow...
        // StartCoroutine(Worker());
    }
}

Unity Coroutine

當然微協程存在一些限制,經支持yield return null 迭代,並且其更新時間取決於啓動微協程的方法(StartUpdateMicroCoroutine,StartFixedUpdateMicroCoroutine,StartEndOfFrameMicroCoroutine)。

如果和其它IObservable結合起來,你可以檢測已完成的屬性,比如:isDone.

IEnumerator MicroCoroutineWithToYieldInstruction()
{
    var www = ObservableWWW.Get("http://aaa").ToYieldInstruction();
    while (!www.IsDone)
    {
        yield return null;
    }

    if (www.HasResult)
    {
        UnityEngine.Debug.Log(www.Result);
    }
}

UGUI 集成


UniRx可以很容易的處理UnityEvent,使用UnityEvent.AsObservable 訂閱事件:

public Button MyButton;
// ---
MyButton.onClick.AsObservable().Subscribe(_ => Debug.Log("clicked"));

將事件視爲可觀察對象可啓用聲明式UI編程。

public Toggle MyToggle;
public InputField MyInput;
public Text MyText;
public Slider MySlider;

// On Start, you can write reactive rules for declaretive/reactive ui programming
void Start()
{
    // Toggle, Input etc as Observable (OnValueChangedAsObservable is a helper providing isOn value on subscribe)
    // SubscribeToInteractable is an Extension Method, same as .interactable = x)
    MyToggle.OnValueChangedAsObservable().SubscribeToInteractable(MyButton);
    
    // Input is displayed after a 1 second delay
    MyInput.OnValueChangedAsObservable()
        .Where(x => x != null)
        .Delay(TimeSpan.FromSeconds(1))
        .SubscribeToText(MyText); // SubscribeToText is helper for subscribe to text
    
    // Converting for human readability
    MySlider.OnValueChangedAsObservable()
        .SubscribeToText(MyText, x => Math.Round(x, 2).ToString());
}

更多響應式UI編程,請參考Sample12,Sample13和下面的ReactiveProperty部分。

ReactiveProperty,ReactiveCollection


遊戲數據通常需要通知,我們應該使用屬性和事件回調嗎?這樣的話,簡直太麻煩了,還好UniRx爲我們提供了ReactiveProperty,輕量級的屬性代理人。

// Reactive Notification Model
public class Enemy
{
    public ReactiveProperty<long> CurrentHp { get; private set; }

    public ReactiveProperty<bool> IsDead { get; private set; }

    public Enemy(int initialHp)
    {
        // Declarative Property
        CurrentHp = new ReactiveProperty<long>(initialHp);
        IsDead = CurrentHp.Select(x => x <= 0).ToReactiveProperty();
    }
}

// ---
// onclick, HP decrement
MyButton.OnClickAsObservable().Subscribe(_ => enemy.CurrentHp.Value -= 99);
// subscribe from notification model.
enemy.CurrentHp.SubscribeToText(MyText);
enemy.IsDead.Where(isDead => isDead == true)
    .Subscribe(_ =>
    {
        MyButton.interactable = false;
    });

你可以組合使用UnityEvent.AsObservable返回的ReactiveProperties、ReactuveCollections和Observables.所有的UI元素都可作爲可觀察對象(Observable).

泛型ReactiveProperties不能被序列化或者在Unity的Inspecatble中顯示。但是UniRx爲ReactivePropery提供了專門的子類,諸如 int/LongReactiveProperty,Float/DoubleReactiveProperty,StringReactiveProperty,BoolReactiveProperty 等等。(在這查看:(InspectableReactiveProperty.cs),這些屬性都可以在Inspector中編輯,對於你自定義的Enum ReactiveProperty,編寫一個自定義的inspectable ReactiveProperty[T]是很容易的。如果你需要爲ReactiveProperty增加[Myltiline]或者[Range]之類的屬性,你可以使用MultilineReactivePropertyAttribute和RangeReactivePropertyAttribute 替換Unity的Multiline和Range。

所提供的派生自InspecetableReactiveProperty顯示在Inspector中,在值發生更改時發出通知,在Inspector中更改值時也會發出通知。
inspector
這個功能由 InspectorDisplayDrawer提供,通過繼承你可以應用你自己自定義的ReactiveProperty:

public enum Fruit
{
    Apple, Grape
}

[Serializable]
public class FruitReactiveProperty : ReactiveProperty<Fruit>
{
    public FruitReactiveProperty()
    {
    }

    public FruitReactiveProperty(Fruit initialValue)
        :base(initialValue)
    {
    }
}

[UnityEditor.CustomPropertyDrawer(typeof(FruitReactiveProperty))]
[UnityEditor.CustomPropertyDrawer(typeof(YourSpecializedReactiveProperty2))] // and others...
public class ExtendInspectorDisplayDrawer : InspectorDisplayDrawer
{
}

如果ReactiveProperty僅在流中被更新,通過使用ReadOnlyReactiveProperty你可以將屬性變爲只讀的。

public class Person
{
    public ReactiveProperty<string> GivenName { get; private set; }
    public ReactiveProperty<string> FamilyName { get; private set; }
    public ReadOnlyReactiveProperty<string> FullName { get; private set; }

    public Person(string givenName, string familyName)
    {
        GivenName = new ReactiveProperty<string>(givenName);
        FamilyName = new ReactiveProperty<string>(familyName);
        // If change the givenName or familyName, notify with fullName!
        FullName = GivenName.CombineLatest(FamilyName, (x, y) => x + " " + y).ToReadOnlyReactiveProperty();
    }
}

Model-View-(Reactive)Presenter Pattern


UniRx使得MVP(MVRP)模式的實現成爲可能。
MVRP

爲什麼我們需要使用MVP模式替換MVVM模式。Unity中沒有提供UI綁定機制,創建綁定層太過於複雜且會影響性能。儘管如此,視圖任然需要更新。Presenter持有視圖的組件並能更新視圖。雖然不是真正的綁定,但Observables 啓用了對通知的訂閱,它看起來更真實,這個模式被稱爲Reactive Presenter.

// Presenter for scene(canvas) root.
public class ReactivePresenter : MonoBehaviour
{
    // Presenter is aware of its View (binded in the inspector)
    public Button MyButton;
    public Toggle MyToggle;
    
    // State-Change-Events from Model by ReactiveProperty
    Enemy enemy = new Enemy(1000);

    void Start()
    {
        // Rx supplies user events from Views and Models in a reactive manner 
        MyButton.OnClickAsObservable().Subscribe(_ => enemy.CurrentHp.Value -= 99);
        MyToggle.OnValueChangedAsObservable().SubscribeToInteractable(MyButton);

        // Models notify Presenters via Rx, and Presenters update their views
        enemy.CurrentHp.SubscribeToText(MyText);
        enemy.IsDead.Where(isDead => isDead == true)
            .Subscribe(_ =>
            {
                MyToggle.interactable = MyButton.interactable = false;
            });
    }
}

// The Model. All property notify when their values change
public class Enemy
{
    public ReactiveProperty<long> CurrentHp { get; private set; }

    public ReactiveProperty<bool> IsDead { get; private set; }

    public Enemy(int initialHp)
    {
        // Declarative Property
        CurrentHp = new ReactiveProperty<long>(initialHp);
        IsDead = CurrentHp.Select(x => x <= 0).ToReactiveProperty();
    }
}

在Unity的Hierarchy中,視圖就是一個場景。視圖在初始化時有UnityEngine和Presenters關聯。xxxAsObservable方法使得創建事件信號變得簡單,沒有任何開銷。SubscribeToText和SubscribeToInteractable是類似綁定的簡單的工具。雖然簡單,但是非常強大。他們很符合Unity的編程環境,並提供了高性能和簡潔的體系結構。
Presenter View

V->RP->M->RP->V以響應式的方式完成的連接起來,UniRx提供了適配的方法和類。當然你也可以使用其它的MVVM(或者MV*) 框架代替,UniRx/ReactiveProperty僅僅是一個簡單的工具集。

GUI編程也受益於ObservableTriggers.ObservableTriggers轉化Unity事件爲Observables(可觀察對象),因此可以使用它們來組成MV®P模式。例如:ObservableEventTrigger 轉化UGUI事件爲Observable(可觀察對象):

var eventTrigger = this.gameObject.AddComponent<ObservableEventTrigger>();
eventTrigger.OnBeginDragAsObservable()
    .SelectMany(_ => eventTrigger.OnDragAsObservable(), (start, current) => UniRx.Tuple.Create(start, current))
    .TakeUntil(eventTrigger.OnEndDragAsObservable())
    .RepeatUntilDestroy(this)
    .Subscribe(x => Debug.Log(x));

ReactiveCommand,AsyncReactiveCommand


ReactiveCommand作爲可交互按鈕命令的抽象。

public class Player
{		
   public ReactiveProperty<int> Hp;		
   public ReactiveCommand Resurrect;		
		
   public Player()
   {		
        Hp = new ReactiveProperty<int>(1000);		
        		
        // If dead, can not execute.		
        Resurrect = Hp.Select(x => x <= 0).ToReactiveCommand();		
        // Execute when clicked		
        Resurrect.Subscribe(_ =>		
        {		
             Hp.Value = 1000;		
        }); 		
    }		
}		
		
public class Presenter : MonoBehaviour		
{		
    public Button resurrectButton;		
		
    Player player;		
		
    void Start()
    {		
      player = new Player();		
		
      // If Hp <= 0, can't press button.		
      player.Resurrect.BindTo(resurrectButton);		
    }		
}		

AsyncReactiveCommand 是ReactiveCommand的異步形式,將CanExecute(大多數情況下綁定到按鈕的interactable)更改爲false,直到異步操作執行完成。

public class Presenter:MonoBehaviour{
    public UnityEngine.UI.Button button;
    void Start(){
        var command=new AsyncReactiveCommand();

        command.Subscribe(_=>{
            return Observable.Timer(TimeSpan.FromSeconds(3)).asUnitObservable();
        });

        command.BindTo(button);

        button.BindToOnClick(_=>{
            return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable();
        });
    }
}

AsyncReactiveCommand 有三個構造函數。

  • ()CanExecute默認爲false,直到異步執行完成
  • (IObservable canExecuteSource) 當canExecuteSource發送true並且不在執行時,與empty混合,CanExecute變爲true.
  • (IReactiveProperty sharedCanExecute) 在多個AsyncReactiveCommands之間共享執行狀態,如果其中一個AsyncReactiveCommand正在執行,其它AsyncReactiveCommands(擁有一個sharedCanExecute屬性)的CanExecute變爲false,直到這個AsyncCommand異步執行完成.
public class Presenter : MonoBehaviour
{
    public UnityEngine.UI.Button button1;
    public UnityEngine.UI.Button button2;

    void Start()
    {
        // share canExecute status.
        // when clicked button1, button1 and button2 was disabled for 3 seconds.

        var sharedCanExecute = new ReactiveProperty<bool>();

        button1.BindToOnClick(sharedCanExecute, _ =>
        {
            return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable();
        });

        button2.BindToOnClick(sharedCanExecute, _ =>
        {
            return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable();
        });
    }
}

MessageBroker, AsyncMessageBroker


MessageBroker基於Rx的內存的pubsub系統的按類型過濾的。

public class TestArgs
{
    public int Value { get; set; }
}

---

// Subscribe message on global-scope.
MessageBroker.Default.Receive<TestArgs>().Subscribe(x => UnityEngine.Debug.Log(x));

// Publish message
MessageBroker.Default.Publish(new TestArgs { Value = 1000 });

AsyncMessageBroker是MessageBroker的異步形式,可以await發佈調用

AsyncMessageBroker.Default.Subscribe<TestArgs>(x =>
{
    // show after 3 seconds.
    return Observable.Timer(TimeSpan.FromSeconds(3))
        .ForEachAsync(_ =>
        {
            UnityEngine.Debug.Log(x);
        });
});

AsyncMessageBroker.Default.PublishAsync(new TestArgs { Value = 3000 })
    .Subscribe(_ =>
    {
        UnityEngine.Debug.Log("called all subscriber completed");
    });

UniRx.ToolKit

UniRx.ToolKit 中包含一些Rx-ish工具。當前版本中包含 ObjectPool(對象池)和AsyncObjectPool(異步對象池),這個池子在租賃前可以租、回收和異步預加載。

// sample class
public class Foobar : MonoBehaviour
{
    public IObservable<Unit> ActionAsync()
    {
        // heavy, heavy, action...
        return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable();
    }
}

public class FoobarPool : ObjectPool<Foobar>
{
    readonly Foobar prefab;
    readonly Transform hierarchyParent;

    public FoobarPool(Foobar prefab, Transform hierarchyParent)
    {
        this.prefab = prefab;
        this.hierarchyParent = hierarchyParent;
    }

    protected override Foobar CreateInstance()
    {
        var foobar = GameObject.Instantiate<Foobar>(prefab);
        foobar.transform.SetParent(hierarchyParent);

        return foobar;
    }

    // You can overload OnBeforeRent, OnBeforeReturn, OnClear for customize action.
    // In default, OnBeforeRent = SetActive(true), OnBeforeReturn = SetActive(false)

    // protected override void OnBeforeRent(Foobar instance)
    // protected override void OnBeforeReturn(Foobar instance)
    // protected override void OnClear(Foobar instance)
}

public class Presenter : MonoBehaviour
{
    FoobarPool pool = null;

    public Foobar prefab;
    public Button rentButton;

    void Start()
    {
        pool = new FoobarPool(prefab, this.transform);

        rentButton.OnClickAsObservable().Subscribe(_ =>
        {
            var foobar = pool.Rent();
            foobar.ActionAsync().Subscribe(__ =>
            {
                // if action completed, return to pool
                pool.Return(foobar);
            });
        });
    }
}

Visual Studio Analyzer


對Visual Studio 2015的用戶來說,UniRx提供了一個自定義的分析工具————UniRxAnalyzer。例如:檢測流什麼時候沒有被訂閱。


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ObservableWWW 在訂閱前不會被觸發,分析器拋出使用不當的警告,你可以通過NuGet下載它。

  • Install-Package UniRxAnalyzer

請在github的Issuse中提交你的關於Analyzer的新想法。

案例

UniRx/Examples

Windows Store/Phone App (NETFX_CORE)


一些接口,例如UniRx.IObservable和System.IObservable ,當提交應用到Windows Store App時會引起衝突,因此,當時用NETFX_CORE時,請不要使用諸如UniRx.IObservable這樣的結構,使用其簡短的形式,不要添加命名空間,衝突就解決了。

分離DLL


如果你想使用預構建的UniRx,你可以構建自己的dll,克隆這個項目並打開UniRx.sln,你會看到這是一個完全分離的項目。你需要像這樣定義編譯宏定義UNITY;UNITY_5_4_OR_NEWER;UNITY_5_4_0;UNITY_5_4;UNITY_5; + UNITY_EDITOR, UNITY_IPHONE或者其它平臺宏定義,在發佈頁面我們不提供預編譯二進制文件,因爲在asset store 中的編譯符號各不相同。

參考


更多內容,歡迎訪問:


在這裏插入圖片描述

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