Programación reactiva para desarrolladores de juegos: una introducción

Hola, Habr. Invitamos a los futuros alumnos del curso "Unity Game Developer. Professional" a participar en un webinar abierto sobre "Inteligencia artificial avanzada de enemigos en shooters" .



También ofrecemos traducción de un artículo interesante para leer.










Si es un desarrollador de juegos y aún no ha oído hablar de la programación reactiva, detenga su negocio y lea este artículo. No estoy bromeando.





No se distraiga con los gatitos. ¡Lea sobre programación reactiva!





¿Entonces llamé tu atención?





¡Excelente! Haré todo lo posible para no perderlo.





¿Qué es la programación reactiva?

, , . .





, Unity, — . , — . , .





?





, Player!





, ?





Rocket!





, ?





. Level.





? , , . , , .





Glue Code ( ) — …





, , , . , , , (UI). ?





, ? , Player (label) UI UI , ?





. , ?





? Level UI , .





, , .





, Player, ?





, ? , , , .





, … …









!

, . , .





, Unity C# . , . .





: , - , , .





, C# — . , , . , , , .





— , Unity C# (Reactive Extensions) Unity (UniRx).





!





. !





Player



, :





 using UnityEngine;
 using UnityEngine.UI;
 
 public class Player : MonoBehaviour {
   public int health = 100;
   public Text scoreLabel;
 
   public void ApplyDamage(int damage) {
     health -= damage;
     scoreLabel.text = health.ToString();
   }
 }
      
      



- , , «» (glue) , (  “sticky”).





using UnityEngine;
 using UnityEngine.UI;
 
 public class Player : MonoBehaviour {
   public int health = 100;
   public Text scoreLabel;
 
   public void ApplyDamage(int damage) {
     health -= damage;
     scoreLabel.text = health.ToString();
   }
 }
      
      



! .





, :





 using UnityEngine;
 using UnityEngine.UI;
 using UniRx;
 
 public class Player : MonoBehaviour {
   public ReactiveProperty<int> health 
     = new ReactiveProperty<int>(100);
 
   public void ApplyDamage(int damage) {
     health.Value -= damage;
   }
 }
      
      



? - . ReactiveProperty



.





, , , ( , ). , , , .





ReactiveProperty

, UiPresenter



:





using UnityEngine;
 using UnityEngine.UI;
 using UniRx;
 
 public class UiPresenter : MonoBehaviour {
   public Player player;
 
   public Text scoreLabel;
 
   void Start() {
     player.health.SubscribeToText(scoreLabel);
   }
 }
      
      



scoreLabel



. -, ?





, .





, , - , , ? ?





! , , , . , .





, , , ( ). ReactiveProperty



. , , ( , — , ?).





? ReactiveProperty? , .





ReactiveProperty — Observable



( “), , Reactive Properties



. Observable



.





Esto se ve increíble, pero desafortunadamente no estamos hablando de tal flujo de valores.
, , ,

— , ? , , , - .





, , , - , :





? !





, ?





, , Observable



!





6 Observable



!





, , Observable



, . , , — -Observable



«» (emit) . . X :





, observable



— . ?





, , observable



, , .





: , , . — — , . - :





, , , :





all_balls_in_order = Observable.Merge(h1, h2, h3, h4, h5, h6);
      
      



, . . , - . , , , . .





: .





!

, . , .





. , , , , .





all_balls_delayed = Observable.Merge(
  h1.Delay(
    TimeSpan.FromSeconds(1)
  ), 
  h2.Delay(
    TimeSpan.FromSeconds(2)
  ), 
  h3.Delay(
    TimeSpan.FromSeconds(3)
  ), 
  h4.Delay(
    TimeSpan.FromSeconds(3)
  ), 
  h5.Delay(
    TimeSpan.FromSeconds(2)
  ), 
  h6.Delay(
    TimeSpan.FromSeconds(1)
  )
);
      
      



, ?





?





rxmarbles.com , .





UI

, UI, - ? !





. , observable



, , . , UiPresenter



:





using UnityEngine;
 using UnityEngine.UI;
 using UniRx;
 
 public class UiPresenter : MonoBehaviour {
   public Player player;
 
   public Text scoreLabel;
 
   void Start() {
     player.health
       .Select(health => string.Format("Health: {0}", health))
       .Subscribe(text => scoreLabel.text = text);
   }
 }
      
      



Select



( rxmarbles



map



). . ( ) .





, , — . , , ?





Subscribe



, . , . SubscribeToText



, , — , .





, , . :





using UnityEngine;
 using UnityEngine.UI;
 using UniRx;
 
 public class UiPresenter : MonoBehaviour {
   public Player player;
 
   public Text scoreLabel;
   public Animator animator;
 
   void Start() {
     player.health
       .Select(health => string.Format("Health: {0}", health))
       .Do(x => animator.Play("Flash"))
       .Subscribe(text => scoreLabel.text = text);
   }
 }
      
      



, ? , , , Do



, .





, , — () :





using UnityEngine;
 using UnityEngine.UI;
 using UniRx;
 
 public class UiPresenter : MonoBehaviour {
   public ReactiveProperty<Player> player 
     = new ReactiveProperty<Player>();
 
   public Text scoreLabel;
   public Animator animator;
 
   void Start() {
     var playerHealth = this.player
       .Where(player => player != null)
       .Select(player => player.health);
 
     playerHealth
       .Select(health => string.Format("Health: {0}", health))
       .Do(x => animator.Play("Flash"))
       .Subscribe(text => scoreLabel.text = text);
   }
 }
      
      



? ReactiveProperty



, . , , .





, , , .





,





, , , . , , , . Unity UniRx.





rxmarbles.com, , . , UniRx (map



, , Select



UniRx).





« , » — .





!






"Unity Game Developer. Professional".



" ".












All Articles