泛型约束
代码举例
发现我们游戏的代码中,主程写了很多类似这样的代码:
public static T CreateObject<T>(out int objectId) where T : new() //方法名 //单例类 public class CSingleton<T> where T : new() //根据 url和Type 查找UI控件 public T GetControl<T>(string uri, Transform findTrans = null, bool isLog = true) where T : UnityEngine.Object public T FindControl<T>(string name) where T : Component public void OpenWindow<T>(params object[] args) where T : CUIBase public void CallUI<T>(Action<T, object[]> callback, params object[] args) where T : CUIBase //加载Tab表 public void LoadTab<T>(string tabPath) where T : CBaseInfo, new()
具体使用
定义:public T GetInfo<T>(string id) where T : CBaseInfo
使用:ActorInfo actorInfo = CGameSettings.Instance.GetInfo<ActorInfo>(actorId);
解释:[T GetInfo(String id)]传入一个 ID 返回一个Class ,[where T:CBaseInfo]约束这个Class的Type 必须 继承之 CBaseInfo
插件也使用泛型写法
当然项目中使用一些插件也是有类似的写法
FingerGestures
public abstract class ContinuousGestureRecognizer<T> : GestureRecognizerTS<T> where T : ContinuousGesture, new() public static T CreateAsset<T>() where T : ScriptableObject public abstract class FingerEventDetector<T> : FingerEventDetector where T : FingerEvent, new()
NGUI
static public T[] FindActive<T> () where T : Component static public T AddChild<T> (GameObject parent, bool undo) where T : Component static public T Begin<T> (GameObject go, float duration) where T : UITweener
TK2D
public static T LoadResourceByName<T>(string guid) where T : UnityEngine.Object public static T AddComponent<T>(GameObject go, tk2dSpriteCollectionData spriteCollection, string spriteName) where T : tk2dBaseSprite
本文转自赵青青博客园博客,原文链接:http://www.cnblogs.com/zhaoqingqing/p/3894061.html,如需转载请自行联系原作者