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
public class CSingleton<T> where T : new() //单例类
public T GetControl<T>(string uri, Transform findTrans = null, bool isLog = true) where T : UnityEngine.Object //根据 url和Type 查找UI控件
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
public void LoadTab<T>(string tabPath) where T : CBaseInfo, new() //加载Tab表
----- 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
当然项目中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
C# 泛型约束 xxx<T> Where T:约束(一)