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wordpress 页面指向,windows优化软件,专注东莞微信网站设计,专业网站的特点前言 在项目上线前期,这边根据需求制作了一套QA测试工具。主要分为以下四个模块的测试**图1** **数值测试:**主要包括了角色的等级变更、游戏里货币的变更、(目前已制作的)游戏道具的数量变更。这些可能归一为一类测试模型**动画…

前言

在项目上线前期,这边根据需求制作了一套QA测试工具。主要分为以下四个模块的测试
dfed7bc872f5d5286fe4bb2a997fd14.png
**图1**

  • **数值测试:**主要包括了角色的等级变更、游戏里货币的变更、(目前已制作的)游戏道具的数量变更。这些可能归一为一类测试模型
  • **动画测试:**包括角色的控制系统的所有Animation资源的播放状态【目前无测试需求】
  • **流程测试:**比如是否需要快速胜利、跳过新手指引、指定比赛胜利类型(胜负、平局)等等一系列流程。
  • **自定测试:**笔者目前没有想到的,可能出现的其他需要测试的分类。

工具架构

主菜单顶部横栏

如图1所示,主菜单是横向布局,静态显示的。

using System.Collections.Generic;
using JetBrains.Annotations;
using QAModule;
using UnityEngine;
using UnityEngine.UI;
using TEngine;namespace GameLogic.UI
{[Window(UILayer.UI)]public class QAMainPageUI : UIWindow{//缓存池对象private QAOptionPanel _optionPanelInBuffer;private List<TestOption> _optionsList;//菜单选项条目private Dictionary<TestType, string[]> _menuDictionary; #region 脚本工具生成的代码private Image m_imgBg;private GameObject m_goOptionPanel;private GameObject m_goTestNameRoot;private Button m_btnNumericalTest;private Button m_btnAnimationTest;private Button m_btnProcessTest;private Button m_btnBack;public override void ScriptGenerator(){m_imgBg = FindChildComponent<Image>("m_imgBg");m_goOptionPanel = FindChild("m_goOptionPanel").gameObject;m_goTestNameRoot = FindChild("m_goTestNameRoot").gameObject;m_btnBack = FindChildComponent<Button>("m_btnBack");m_btnNumericalTest = FindChildComponent<Button>("m_goTestNameRoot/m_btnNumericalTest");m_btnAnimationTest = FindChildComponent<Button>("m_goTestNameRoot/m_btnAnimationTest");m_btnProcessTest = FindChildComponent<Button>("m_goTestNameRoot/m_btnProcessTest");m_btnBack.onClick.AddListener(OnClickBackBtn);m_btnNumericalTest.onClick.AddListener(OnClickNumericalTestBtn);m_btnAnimationTest.onClick.AddListener(OnClickAnimationTestBtn);m_btnProcessTest.onClick.AddListener(OnClickProcessTestBtn);}#endregionpublic override void OnCreate(){base.OnCreate();Initialize();}private void Initialize(){_optionsList = new List<TestOption>();_menuDictionary = new Dictionary<TestType, string[]>();QAInitDataTable dataTable = new QAInitDataTable();_menuDictionary = dataTable.MenuDictionary;}/// <summary>/// 根据选项展开面板/// </summary>/// <param name="index"></param>private void OpenPanel(TestType type){int index = (int)type;m_goOptionPanel.SetActive(true);m_imgBg.enabled = false;//对应属性高亮int indexCounts = m_goTestNameRoot.transform.childCount;List<Transform>  childrenTrans= m_goTestNameRoot.transform.GetAllChildren();for (int i = 0; i < indexCounts; i++){var select = childrenTrans[i].Find("Selected").gameObject;if (select != null){if (index == i){select.SetActive(true);}else{if (select.activeInHierarchy){select.SetActive(false);}}}}//创建面板_optionPanelInBuffer ??= CreateWidgetByPath<QAOptionPanel>(m_goOptionPanel.transform, "QAOptionPanel");//读取缓存池,刷新选项内容_optionPanelInBuffer.Init(_optionsList,type,_menuDictionary[type]);}/// <summary>/// 数值类型测试/// </summary>private void OnClickNumericalTestBtn(){OpenPanel(TestType.NumericalType);}/// <summary>/// 动画类型测试/// </summary>private void OnClickAnimationTestBtn(){OpenPanel(TestType.AnimationType);}/// <summary>/// 流程类型测试/// </summary>private void OnClickProcessTestBtn(){OpenPanel(TestType.ProcessType);}private void OnClickBackBtn(){if (m_goOptionPanel.activeInHierarchy){m_goOptionPanel.SetActive(false);m_imgBg.enabled = true;}else{GameModule.UI.CloseWindow<QAMainPageUI>();}}}
}

背包面板

点击顶部菜单按钮提示,展开二级选择面板。根据考虑,我选择了类似背包面板的展示模式。
3dc37fa46d9a64dd5c170e2e4cbc43c.png
在面板中通过网格布局,创建需要的测试条目。
面板切换时,使用了一个缓存池做优化。
首次创建时选项的预制体加入缓存池,如果切换面板只需更新UI、更换打开的工作流即可。

缓存池

        /// <summary>/// 创建面板里的选项/// </summary>/// 根据TestType类型创建条目,每个条目已经绑定了打开的显示逻辑public void Init(List<TestOption> optionList,TestType type,string[] optionType){int typeCounts = optionType.Length;int bufferCounts = optionList.Count;//缓存池中数量小于需创建的数量,重复部分刷新值,多余部分创建并入池子。if (bufferCounts < typeCounts){for (int index = 0; index < typeCounts; index++){if (index < bufferCounts){if (!optionList[index].gameObject.activeInHierarchy){optionList[index].gameObject.SetActive(true);}optionList[index].Initialize(index,type,optionType[index]);    }else{var testOption = CreateWidgetByPath<TestOption>(m_goContent.transform, "TestOption");testOption.Initialize(index,type,optionType[index]);optionList.Add(testOption);}}}//缓存池中数量大于等于需创建的数量,读取池子刷新内容,多余部分隐藏。else{for (int i = 0; i < bufferCounts; i++){if (i < typeCounts){optionList[i].Initialize(i,type,optionType[i]);   if (!optionList[i].gameObject.activeInHierarchy){optionList[i].gameObject.SetActive(true);}}else{optionList[i].gameObject.SetActive(false);}    }}}

具体测试面板

点击进入具体测试面板时,对于面板笔者是这么规划的。

数据类

既然测试的大类型分为了四类,那么自然每个类型都应该有不同的初始化数据
image.png
图2
在面板中,红框的部分是**派生的预制体持有的,**剩余部分应该是每种类型都应该显示的了,那就是标题
以数值类型测试为例,数据脚本如下

namespace QAModule
{//基础数据类型存储结构public class QABaseData{public string TestType{get => _testType;set => _testType = value;}private string _testType;}
}
namespace QAModule
{/// <summary>/// 数值类型字段存储结构/// </summary>public class QANumericalData : QABaseData{public string InitDisplayValue{get => _initDisplayValue;set => _initDisplayValue = value;}public float IncrementRate{get => _incrementRate;set => _incrementRate = value;}public float DecrementRate{get => _decrementRate;set => _decrementRate = value;}private string _initDisplayValue;private float _incrementRate;private float _decrementRate;}     
}

物体脚本

那么实现的脚本至少有两层

using GameLogic.UI.QAEvent;
using UnityEngine.UI;
using TEngine;
using QAModule;
using UnityEngine;namespace GameLogic.UI
{[Window(UILayer.UI)]public class QAPanelBase<T> :UIWindow where T : QAPanelBase<T>{//需要记忆存储的参数protected static string _testType;#region 脚本工具生成的代码protected Text m_textType;private Button m_btnBack;public override void ScriptGenerator(){m_textType = FindChildComponent<Text>("Title/m_textType");m_btnBack = FindChildComponent<Button>("m_btnBack");m_btnBack.onClick.AddListener(OnClickBackBtn);}#endregionpublic override void RegisterEvent(){base.RegisterEvent();AddUIEvent<QABaseData>(QAEventDefine.StartWorkflow,OnStartWorkflow);}protected virtual void InitData(QABaseData data){}private void CreateWorkflow() //确定工作流,软件模型:瀑布模型{ReadDataFromMemory();//1.AddListener();InitPanel();}protected virtual void ReadDataFromMemory(){}protected virtual void AddListener(){}protected virtual void InitPanel(){}#region 事件private void OnStartWorkflow(QABaseData data){InitData(data);CreateWorkflow();}protected virtual void OnClickBackBtn(){//打开主界面Debug.Log("back from base");GameModule.UI.ShowUI<QAMainPageUI>();}#endregion }
}
using QAModule;
using UnityEngine;
using UnityEngine.UI;
using TEngine;namespace GameLogic.UI
{[Window(UILayer.UI)]public class QAPanelNumerical : QAPanelBase<QAPanelNumerical>{protected QANumericalData _numericalData;//需要记忆存储的参数protected static float _increment;protected static float _decrement;protected static float _incrementRate;protected static float _decrementRate;// _increment = _incrementRate * _addSliderValueprivate static float _incrementSliderValue;private static float _decrementSliderValue;private static string _displayValue;#region 脚本工具生成的代码protected GameObject m_goAdd;protected GameObject m_goMinus;private Text m_textDisplayType;private Text m_textDisplayValue;protected InputField m_inputAddInputField;private Text m_textIncrement;protected Slider m_sliderAddValues;private Button m_btnAddValues;protected InputField m_inputMinusInputField ;private Text m_textDecrement;protected Slider m_sliderMinusValues ;private Button m_btnMinusValues;public override void ScriptGenerator(){base.ScriptGenerator();m_goAdd = FindChild("ControlZone/m_goAdd").gameObject;m_goMinus = FindChild("ControlZone/m_goMinus").gameObject;m_textDisplayType = FindChildComponent<Text>("DisplayZone/DisplayBg/m_textDisplayType");m_textDisplayValue = FindChildComponent<Text>("DisplayZone/DisplayBorder/m_textDisplayValue");m_inputAddInputField = FindChildComponent<InputField>("ControlZone/m_goAdd/m_inputAddInputField");m_textIncrement = FindChildComponent<Text>("ControlZone/m_goAdd/m_inputAddInputField/m_textIncrement");m_sliderAddValues = FindChildComponent<Slider>("ControlZone/m_goAdd/m_sliderAddValues");m_btnAddValues = FindChildComponent<Button>("ControlZone/m_goAdd/m_btnAddValues");m_inputMinusInputField  = FindChildComponent<InputField>("ControlZone/m_goMinus/m_inputMinusInputField ");m_textDecrement = FindChildComponent<Text>("ControlZone/m_goMinus/m_inputMinusInputField /m_textDecrement");m_sliderMinusValues  = FindChildComponent<Slider>("ControlZone/m_goMinus/m_sliderMinusValues ");m_btnMinusValues = FindChildComponent<Button>("ControlZone/m_goMinus/m_btnMinusValues");m_sliderAddValues.onValueChanged.AddListener(OnSliderAddValuesChange);m_btnAddValues.onClick.AddListener(OnClickAddValuesBtn);m_sliderMinusValues .onValueChanged.AddListener(OnSliderMinusValuesChange);m_btnMinusValues.onClick.AddListener(OnClickMinusValuesBtn);}#endregionprotected override void InitData(QABaseData data){base.InitData(data);_numericalData  = data as QANumericalData;m_textType.text = "Test - " +_numericalData?.TestType;_displayValue = _numericalData?.InitDisplayValue;if (_numericalData != null) _incrementRate = _numericalData.IncrementRate;if (_numericalData != null) _decrementRate = _numericalData.DecrementRate;}protected override void ReadDataFromMemory(){m_sliderAddValues.value = _incrementSliderValue == 0 ? 1 : _incrementSliderValue;m_sliderMinusValues.value = _decrementSliderValue == 0 ? 1 : _decrementSliderValue;}protected override void AddListener(){m_inputAddInputField.onValueChanged.AddListener(OnInputAddField);m_inputMinusInputField.onValueChanged.AddListener(OnInputMinusField);}protected override void InitPanel(){//是否是初始数据。是,表中获取。否,用上次设过值的if (_incrementRate == 0 && _decrementRate == 0){if (_numericalData != null){_incrementRate = _numericalData.IncrementRate;_decrementRate = _numericalData.DecrementRate;}}_increment = _incrementRate * m_sliderAddValues.value;_decrement = _decrementRate * m_sliderMinusValues.value;//初始化面板显示m_textDisplayType.text = "Current" + _testType;m_textIncrement.text = $"Increment:{_increment}";m_textDecrement.text = $"Decrement:{_decrement}";if (_displayValue == null){_displayValue = _numericalData?.InitDisplayValue;m_textDisplayValue.text =  _numericalData?.InitDisplayValue;    }else{m_textDisplayValue.text = _displayValue;}}#region 事件/// <summary>/// 设置参数倍率/// </summary>/// <param name="value"></param>private void OnSliderAddValuesChange(float value){_increment = value * _incrementRate;m_textIncrement.text = $"Increment:{_increment}";_incrementSliderValue = value;}protected virtual void OnClickAddValuesBtn(){//Change Panelfloat curValue = float.Parse(m_textDisplayValue.text);curValue += _increment ;m_textDisplayValue.text = curValue.ToString();_displayValue = curValue.ToString();//Test Function}private void OnSliderMinusValuesChange(float value){_decrement = value * _decrementRate;m_textDecrement.text = string.Format("Decrement:{0}", _decrement);_decrementSliderValue = value;}protected virtual void OnClickMinusValuesBtn(){//Change Panel表现float curValue = float.Parse(m_textDisplayValue.text);curValue -= _decrement ;m_textDisplayValue.text = curValue.ToString();_displayValue = curValue.ToString();//Test Function//.....}/// <summary>/// 通过输入框自定义参数值/// </summary>private void OnInputMinusField(string inputParma){//更新倍率_decrementRate = float.Parse(inputParma);//更新面板m_sliderMinusValues.value = 1;_decrement = _decrementRate * m_sliderMinusValues.value;m_textDecrement.text = string.Format("Decrement:{0}", _decrement);}private void OnInputAddField(string inputParma){_incrementRate = float.Parse(inputParma);m_sliderAddValues.value = 1;_increment = _incrementRate * m_sliderAddValues.value;m_textIncrement.text = string.Format("Increment:{0}", _increment);}#endregion}
}

数值类型的面板如上图2,为了便于控制一次加减的值,我做了4档可输入计算器。可以根据倍率准确定位数值,做到对大小数值的便捷测试。

// _increment = _incrementRate * _addSliderValue
//实际值 = 倍率 * 滑动条的档数

数据和表现分离

所以,以上两层继承,完成了通过点击面板,完成UI界面数值的更替。
现在,需要把相关更替的数值注入到指定的数据集中【即:做出实际的测试功能】
那么只需要再让具体的XX测试 继承数值测试,然后读取相应字段,重写+ -按钮的回调函数,跟据读取的数值,做相应功能就行了。

using TEngine;
using GameLogic.DKSystem.Soical;
using UnityEngine;namespace GameLogic.UI
{[Window(UILayer.UI,"QAPanelNumerical")]public class QAPanelGold : QAPanelNumerical{protected override void OnClickAddValuesBtn(){//数据base.OnClickAddValuesBtn();var gold = (int)_increment ;PlayerService.AddGold(gold);Debug.Log(string.Format("{0} + {1} success.", _testType, gold));}protected override void OnClickMinusValuesBtn(){base.OnClickMinusValuesBtn();var gold = (int)_decrement;PlayerService.AddGold(-gold);Debug.Log(string.Format("{0} - {1} success.", _testType, gold));}protected override void OnClickBackBtn(){base.OnClickBackBtn();GameModule.UI.CloseWindow<QAPanelGold>();}}
}
using TEngine;
using GameLogic.DKSystem.Soical;
using QAModule;
using UnityEngine;namespace GameLogic.UI
{[Window(UILayer.UI,"QAPanelNumerical")]public class QAPanelExp : QAPanelNumerical{protected override void InitPanel(){base.InitPanel();m_goMinus.SetActive(false);}protected override void OnClickAddValuesBtn(){//数据base.OnClickAddValuesBtn();var exp = (int)_increment ;PlayerService.AddExp(exp);Debug.Log(string.Format("{0} + {1} success.", _testType, exp));}protected override void OnClickMinusValuesBtn(){base.OnClickMinusValuesBtn();var exp = (int)_decrement;PlayerService.AddExp(-exp);Debug.Log(string.Format("{0} - {1} success.", _testType, exp));}protected override void OnClickBackBtn(){base.OnClickBackBtn();GameModule.UI.CloseWindow<QAPanelExp>();}}
}
using GameLogic.DKSystem;
using TEngine;
using UnityEngine;namespace GameLogic.UI
{[Window(UILayer.UI,"QAPanelNumerical")]public class QAPanelStar : QAPanelNumerical{protected override void InitPanel(){base.InitPanel();m_inputAddInputField.gameObject.SetActive(false);m_inputMinusInputField.gameObject.SetActive(false);m_sliderAddValues.gameObject.SetActive(false);m_sliderMinusValues.gameObject.SetActive(false);}protected override void OnClickAddValuesBtn(){base.OnClickAddValuesBtn();AnswerRankService.PostSta(new StaData(){season_id = WikipediaQuizSystem.Instance.SeasonId,is_victory = 3},null);Debug.Log("增加1个星星");}protected override void OnClickMinusValuesBtn(){base.OnClickMinusValuesBtn();AnswerRankService.PostSta(new StaData(){season_id = WikipediaQuizSystem.Instance.SeasonId,is_victory = 1},null);Debug.Log("减少1个星星");}protected override void OnClickBackBtn(){base.OnClickBackBtn();GameModule.UI.CloseWindow<QAPanelStar>();}}
}

面板

using UnityEngine;
using UnityEngine.UI;
using TEngine;
using QAModule;namespace GameLogic.UI
{[Window(UILayer.UI)]public class TestOption : UIWidget{private TestType _type;private int _optionIndex;private Button m_btnTestOption;#region 脚本工具生成的代码private Image m_imgBg;private Text m_textTestOption;public override void ScriptGenerator(){m_imgBg = FindChildComponent<Image>("m_imgBg");m_textTestOption = FindChildComponent<Text>("m_textTestOption");}#endregion/// <summary>/// 根据index查找对应测试的名称类型/// </summary>/// <param name="index"></param>/// <param name="type"></param>/// <param name="description"></param>public void Initialize(int index,TestType type,string description){m_btnTestOption = gameObject.GetComponent<Button>();m_btnTestOption.onClick.AddListener(OnClickTestOptionBtn);_optionIndex = index;m_textTestOption.text = description;m_imgBg.color = Color.cyan;}private void InitWorkflow(int index,TestType type){TestProcessManager.Instance.CurTestType = type;TestProcessManager.Instance.SelectTestProcess(index);}#region 事件private void OnClickTestOptionBtn(){InitWorkflow(_optionIndex,_type);}#endregion}
}

打开并创建界面的核心是 创建工作流、先初始化,再创建。方法在工作流管理器调用

单例的工作流管理器

using Aliyun.OSS;
using GameBase;
using UnityEngine;
using UnityEngine.UI;
using TEngine;
using QAModule;namespace GameLogic.UI
{/// <summary>/// 测试项目的种类/// </summary>public enum TestType{NumericalType = 0, //数值类型测试AnimationType = 1, //动画类型测试ProcessType = 2,  // 流程类型测试ElseType = 3      //自定义测试类型}public class TestProcessManager : Singleton<TestProcessManager>{public TestType CurTestType;public void SelectTestProcess(int index){switch (CurTestType){case TestType.NumericalType:NumericalProcessFlow numericalProcessFlow = new NumericalProcessFlow(index);numericalProcessFlow.CreateTestPanel();break;case TestType.AnimationType:break;case TestType.ProcessType:break;}}protected override void Initialize(){}protected override void UnInitialize(){}}}
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