In a similar way to other parts of a game, user interfaces usually go through several iterations until we get the user experience right; it is vital that we can iterate over different ideas as fast as possible. Using a MVC pattern to organize the view is a proven method to decouple how things are shown in the screen from the logic that controls how that view behaves upon interaction with the user, and how it should change depending on the application state. This organizational pattern provides several benefits:

  • We can change how a UI widget looks like without modifying one single line of code
  • We can share logic code in different controls and create complex views easily.
  • Last but not least, we could change the underlying implementation of the view with relatively little effort. We are currently using the NGUI library to build our interfaces, but we are looking forward to work with the upcoming UnityGUI.

Code Example

We’ve provided an example Unity3D project available at our public git repository. Keep in mind that we cannot provide the code for the NGUI library, so you’ll need add your own copy to the Assets/Libs folder in the project if you want to compile and run it. We will refer to this example through the rest of the post, so feel free to download the code an check it while you read.

General overview

Here’s a general diagram that shows how the different parts of this pattern interact in a high level view. A detailed explanation for each component follows.

Model

The traditional MVC Model we all know and love:

  • Holds no view data nor view state data.
  • Is accessed by the Controller and other Models only
  • Will trigger events to notify external system of changes.

The Model is implemented with Plain Old C# Objects (POCOs)

Here's a link to the PlayerModel class representing Player data. The PlayerModel class stores several data for the player, including HitPoints, XP and its Level, accessible using two properties. We can add XP points, an action that raises an XPGainedevent from the model. When we trigger enough experience to advance a level, the Level property is updated and raises aLevelUp event.

View

Conceptually the View is just something that will be rendered in the screen. The responsibilities of a view are:

  • Handle references to elements needed for drawing (Textures, FXs, etc)
  • Perform Animations
  • Layouts
  • Receive User Input

In this particular case the View is implemented using NGUI, so it is just a prefab inside the Unity project. But that’s an implementation detail that we need to decouple, more on this later. Getting more academic this is a case of a Passive View. This means that the view knows nothing about other parts of the project, either data or logic. Thus, some other code must explicitly tell the view what to display, what animation to play, etc.

Controller

The Controller is the link between the Model and the View. It holds the state of the View and updates it depending on that state and on external events:

  • Holds the application state needed for that view
  • Controls view flow
  • Shows/hides/activates/deactivates/updates the view or parts of the view depending on the state. For example the controller can temporarily disable the special attack button because the player is in the cooldown time, after that time the controller re-enables it.
  • Load/Instantiate needed assets, for example to show particles, change sprites dynamically, etc
  • Handles events either triggered by the player in the View (e.g. the player touched a button) or triggered by the Model (e.g. the player has gained XP and that triggered a Level Up event so the controller updates the level Number in the view)

These are the three basic elements that defines a MVC pattern. However, in this case we felt we need to add another indirection layer to further decouple the specific NGUI View implementation from our code. We call that part:

ViewPresenter

ViewPresenter sits between the View and the Controller and it is an interface that will expose common operations that are generic to a View, no matter how is implemented internally.

For example, a button to be used in a game can have the following functionality:

  • Set the text for the button’s label
  • Change the background image
  • Enable / disable user input
  • Notify when an user clicks the button

These are implementation-independent operations that you can find in every button in any UI toolkit. It is implemented as a MonoBehaviour and it will be attached to an NGUI View prefab, so we can use the GameObject.GetComponent() method to retrieve it in order to access to the functionality it provides from the Controller. As the ViewPresenter is the bridge between or game code and UI code it cannot be completely independant of the underlying implementation which is used to render things on the screen. In our case it will need to keep references to NGUI widgets (UIButtonUILabel, etc) in order to interact with them. The ViewPresenter is basically an Adapter pattern: we create our custom interface in order to access code external to our application. Those references must be set explicitly using either code or the inspector

Fortunately it can be partially automated: please check out the ViewPresenter.AutoPopulateDeclaredWidgets() method in the sample code for further info. Although the ViewPresenter is coupled to an specific UI system we create an interface consumed by our Controller which is a big gain: if we need to change the GUI toolkit used to render things in the screen we only need to modify the implementation keeping the public API untouched so we don’t need to touch any controller logic.

It is called ViewPresenter because it is similar in concept to the Presenter in a Model-View-Presenter pattern, but with one important difference: the Presenter is allowed to access the Model while the ViewPresenter can't.

Click here to see the example code of a PlayerController that will handle the view for the XP system

The ViewPresenter can hold some state if it is related to the way things are presented to the player. For example, the view could store the value of different colors to tint the Health Point indicator and change it depending on the health level. Those values can even be exposed as public properties to allow changing them in realtime using the inspector. However it must not hold any application logic state, leave that to the Controller, the ViewPresenter should not even know when a health level is considered “low”.

For example, if we extend our PlayerController to handle the Hit Points we can add a method that will change the color of the label when it is in low health:

public class PlayerController
{ // ...
void UpdateHitPointsUI()
{
if (Player.HasLowHitPoints)
{
HitPointsViewLabel.ShowLowHealthColor();
}
else
{
HitPointsViewLabel.ShowNormalHealthColor();
}
} }

This approach can be a bit overkill unless you want to create a very specific or complex custom widget and reuse it in your project. In the sample code we go for the easy route: the controller just changes a UnityEngine.Color property in the ViewPresenter.

Handling UI events

NGUI provides a nice event system that allows triggering a method in any MonoBehaviour we define as the handler of the event. This decouples the MonoBehaviour that generates the event from the one that will handle it. However, with great power comes a great chance of messing up all the architecture; as you can use ANY MonoBehaviour as a handler, it's really easy -and handy- to link in the inspector whatever MonoBehaviour you have in your scene to get things done, creating a dependency that can be difficult to track when you have a complex View created using several controls. Our dependency graph can become complex really fast.

To prevent Chaos from spreading among our codebase we follow a really easy rule: All View UI events will be handled by the ViewPresenter attached to that View. The ViewPresenter will capture the NGUI events and then raise a vanilla .NET event in response. The rest of the code subscribes to that .NET event. We do it so because that way we decouple the specific implementation of UI events from NGUI, and because this way we have the events wired by code, not in the inspector. This is -in my opinion- a safer approach: is more explicit, you can easily search for the code that handles that event using your IDE, is type-safe (if you delete the reference to the MonoBehavior that handles the event you’ll only notice when your control stop working in play mode) and allows to set the arguments we want to send with the event. Of course we need to wire the NGUI event with the ViewPresenter but we can automate it: check the ButtonViewPresenter.WireUIEvents() method in the example code

Creating complex views.

Now that we have some building blocks, it is easy to create more complex views by composition: add a new view formed by several UI prefabs, and create a new ViewPresenter for that composite view exposing the child ViewPresenters this view uses so you can access them from a controller:

Check out the code for this view by clicking here.

Finishing words

Please, tell use what do you think of this approach, or tell us about your approach when creating UIs for your game. Feedback is always welcome!

By the way, if you don’t have NGUI it would be a great exercise to change the example project to use the immediate GUI API from Unity3D: you just need to replace the NGUI Widget references and implement your OnGUI() method in each ViewPresenter. Don't hesitate to send us a pull request if you decide to do it ;)

MVC模式在UI里的应用的更多相关文章

  1. Android 腾讯入门教程( 智能手表UI设计 和 MVC模式 )

    *****注意到mvc 在android 中是如何进行分层分域执行各自的功能.**** 官方推荐的按钮尺寸是48像素 前端之Android入门(1):环境配置 前端之Android入门(2):程序目录 ...

  2. Pro ASP.NET MVC –第三章 MVC模式

    在第七章,我们将创建一个更复杂的ASP.NET MVC示例,但在那之前,我们会深入ASP.NET MVC框架的细节:我们希望你能熟悉MVC设计模式,并且考虑为什么这样设计.在本章,我们将讨论下列内容 ...

  3. Android中MVP模式与MVC模式比較(含演示样例)

    原文链接 http://sparkyuan.me/ 转载请注明出处 MVP 介绍 MVP模式(Model-View-Presenter)是MVC模式的一个衍生. 主要目的是为了解耦,使项目易于维护. ...

  4. (转)浅析三层架构与MVC模式的区别

    MVC模式介绍: MVC全名是Model ViewController,是模型(model)-视图(view)-控制器(controller)的缩写,一种软件设计典范,用于组织代码用一种业务逻辑和数据 ...

  5. 技术总结--android篇(一)--MVC模式

    先介绍下MVC模式:MVC全名是Model View Controller,是模型(model)-视图(view)-控制器(controller)的缩写,一种软件设计典范,用一种业务逻辑.数据.界面显 ...

  6. 【案例分享】使用ActiveReports报表工具,在.NET MVC模式下动态创建报表

    提起报表,大家会觉得即熟悉又陌生,好像常常在工作中使用,又似乎无法准确描述报表.今天我们来一起了解一下什么是报表,报表的结构.构成元素,以及为什么需要报表. 什么是报表 简单的说:报表就是通过表格.图 ...

  7. ASP.Net MVC开发基础学习笔记:一、走向MVC模式

    一.ASP.Net的两种开发模式 1.1 ASP.Net WebForm的开发模式 (1)处理流程 在传统的WebForm模式下,我们请求一个例如http://www.aspnetmvc.com/bl ...

  8. MVC模式与Android

    MVC模式是软件工程中的一种软件架构,“Model-View-Controller”的缩写,中文翻译为“模型-视图-控制器”. MVC模式将一个交互式应用程序分为3各组件: 1.Model(模型):业 ...

  9. 浅析MVC模式与三层架构的区别01

    三层架构和MVC是有明显区别的,MVC应该是展现模式(三个加起来以后才是三层架构中的UI层)三层架构(3-tier application) 通常意义上的三层架构就是将整个业务应用划分为:表现层(UI ...

随机推荐

  1. 原生JS实战:分享一个首页进度加载动画!

    本文是苏福的原创文章,转载请注明出处:苏福CNblog:http://www.cnblogs.com/susufufu/p/5871134.html 该程序是本人的个人作品,写的不好,可以参考,但未经 ...

  2. iOS 大文件断点下载

    iOS 在下载大文件的时候,可能会因为网络或者人为等原因,使得下载中断,那么如何能够进行断点下载呢? // resumeData的文件路径 #define XMGResumeDataFile [[NS ...

  3. ListView setOnItemClickListener无效原因分析

    前言 最近在做项目的过程中,在使用listview的时候遇到了设置item监听事件的时候在没有回调onItemClick 方法的问题.我的情况是在item中有一个Button按钮.所以不会回调.上百度 ...

  4. 极简MarkDown排版介绍(How to)

    如何切换编辑器 切换博客园编辑器为MarkDown:MarkDown Editor 选择一个在线编辑和预览站点:StackEdit 如何排版章节 MarkDown: 大标题 ========== 小标 ...

  5. rails程序文件名命名规范

    1 一般文件名是用小写单词加下划线分割,但类的名字用骆驼法.例如 sessions_controller.rb中定义SessionsController. 2 helpers内的文件为辅助类,定义了许 ...

  6. canvas 绘制圆角矩形

    <!DOCTYPE HTML> <head> <meta charset = "utf-8"> <title>canvas</ ...

  7. Java 理论与实践: 正确使用 Volatile 变量

    Java 语言中的 volatile 变量可以被看作是一种 "程度较轻的 synchronized":与 synchronized 块相比,volatile 变量所需的编码较少,并 ...

  8. SQL Server 2000:快速清除日志文件的方法

    通过文章 SQL Server中“数据收缩”详解 和 SQLServer删除log文件和清空日志的方法 可以整理出一种快速删除数据库日志的方法,即 第一步:清空日志文件里的数据: 第二步:收缩日志文件 ...

  9. 【静默安装】configToolAllCommands响应文件问题

    [静默安装]configToolAllCommands响应文件问题 客户在静默安装RAC 12.1.0.2的时候有如下的输出: Successfully Setup Software. As inst ...

  10. 【转】70个经典的 Shell 脚本面试问题

    我们为你的面试准备选择了 70 个你可能遇到的 shell 脚面问题及解答.了解脚本或至少知道基础知识对系统管理员来说至关重要,它也有助于你在工作环境中自动完成很多任务.在过去的几年里,我们注意到所有 ...