Uframe 1.6 Official documents Free translation (i)

Source: Internet
Author: User

Objective:

It is recommended to look directly at the official English documents, below are some simple translations.

The Kernel

The kernel is the essence of uframe, responsible for handling loading scenarios, systems and services.

subsystems

As a container, it consists of many nodes.

Subsystems allows you to detach the logical and reusable parts of the project.

System Loaders

System Loaders Common language initialization information.

Node

Elements

Primarily responsible for ViewModel (the controller is included with the Uframe framework in Unity)

For example, Player element could contain information about player properties like health, running speed, obtained weapons Or
Actions Shoot, Takedamage or die.

A elements will create the corresponding ViewModel and controller classes

  

  Inheritance (inheritance)

For example, you can connect two elements, which inherit the former. Settingsscreen Element would contain the IsActive property and Close command of its parent subscreen.

  

views

  The presentation layer in the game (the data source is bound to ViewModel).

For instance, a playerview should probably exist on some kind of Player gameobject, and a playerhudview should probably ex Ist on some kind of the GUI gameobject to bind to and express a player's stats and other properties.

    Inspector Options

ViewModel Indentifier the identity of the associated ViewModel, which can be specified.

Dispose on Destroy If checked, view is destroyed and ViewModel is destroyed.

Initialize ViewModel whether to initialize the ViewModel property value yourself.

View Components

The ability to extend the view (some methods).

Example: https://github.com/InvertGames/uFrame.Documentation/blob/master/uFrameMVVM/pages/nodes/view-component-node.md

Enums

Used to define a new property type (enum) for elements.

Scene Types

In order to use Uframe to load/unload scenes, you must use scene types to create them for easy identification to uframe.

You can define how the scene is loaded/unloaded.

You can share a scene Types multiple scenes (what's the point?) Select levels in the case, multiple level scenes share a scene Types)

Scene types exists in the game portal of a scene, because Uframe needs to know which scenes are loaded and save the scene references when the scene needs to be removed.

    Scene Type Settings

You can use it to pass data to the scene to load.

    Generated scene Types scene Type is mono behaviour. Let Uframe correlate the listening scenario (when the scene is loaded or unloaded).

    Scene Loader

A scene type generates a scene Loader, which is given to uframe kernel management.

Specifically responsible for the corresponding scene type loading/unloading of some features.

Loadscene () corresponds to Unity's loadsceneadditively ()

Unloadscene () corresponds to the scene root game object is destroyed

  Service Node

Service is also handed over to Uframe kernel management.

You can write some commands and events to get service subscriptions.

Literally meant to provide some service to other nodes.

  Simple Classes

A custom class.

  Type References (see document)

You can specify a new type to use in other nodes.

Will not be generated by uframe, you should create it yourself.

Command Node

Can be subscribed to by the event system.

Typically used to pass data to a controller

Computed Properties

  Other attributes are calculated based on the properties. For example, if the blood volume is less than 0, the death attribute.

Uframe 1.6 Official documents Free translation (i)

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