一个框架,用于促进实时交互系统的可重用模块化小部件设计

Carmine Elvezio, Mengu Sukan, Steven K. Feiner
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引用次数: 4

摘要

游戏引擎已经成为实时交互系统的流行开发平台。现代游戏引擎,如Unity和Unreal,都是基于组件的架构,其中对象的外观和行为是由添加到该对象的组件脚本集合决定的。这种设计模式允许将公共功能包含在组件脚本中,并在不同类型的对象之间共享。在本文中,我们描述了一个灵活的框架,它使程序员能够使用一组组件脚本为实时交互系统设计模块化、可重用的小部件。我们为Unity游戏引擎提供了一个用c#编写的参考实现。制作一个对象,或一组对象,我们管理的小部件框架的一部分,可以通过在Unity编辑器中进行一些拖放操作来完成。虽然我们的框架为常见的小部件行为(例如,初始化、刷新和切换可见性)提供了钩子和默认实现,但程序员也可以为特定的小部件定义自定义行为,或者将简单的小部件组合成一个层次结构,并构建任意丰富的小部件。最后,我们提供了一个附带的脚本库的概述,该脚本库支持测试和联网功能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A framework to facilitate reusable, modular widget design for real-time interactive systems
Game engines have become popular development platforms for real-time interactive systems. Contemporary game engines, such as Unity and Unreal, feature component-based architectures, in which an object's appearance and behavior is determined by a collection of component scripts added to that object. This design pattern allows common functionality to be contained within component scripts and shared among different types of objects. In this paper, we describe a flexible framework that enables programmers to design modular, reusable widgets for real-time interactive systems using a collection of component scripts. We provide a reference implementation written in C# for the Unity game engine. Making an object, or a group of objects, part of our managed widget framework can be accomplished with just a few drag-and-drop operations in the Unity Editor. While our framework provides hooks and default implementations for common widget behavior (e.g., initialization, refresh, and toggling visibility), programmers can also define custom behavior for a particular widget or combine simple widgets into a hierarchy and build arbitrarily rich ones. Finally, we provide an overview of an accompanying library of scripts that support functionality for testing and networking.
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