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A framework to facilitate reusable, modular widget design for real-time interactive systems

机译:一个框架,以便于实时交互系统的可重用,模块化小部件设计

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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.
机译:游戏发动机已成为实时交互式系统的流行开发平台。当代游戏引擎,如Unity和Unreal,功能基于组件的体系结构,其中对象的外观和行为是由添加到该对象的组件脚本的集合来确定的。此设计模式允许共同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,我们描述了一种灵活的框架,使程序员能够使用组件脚本集合设计用于实时交互系统的模块化可重用小部件。我们提供了在C#中为Unity游戏引擎的参考实现。制作一个对象或一组对象,可以在Unity编辑器中只需几个拖放操作完成托管窗口框架的一部分。虽然我们的框架为常见的窗口小部件行为提供了钩子和默认实现(例如,初始化,刷新和切换可见性),程序员还可以为特定窗口小部件定义自定义行为,也可以将简单的小部件组合成层次结构并构建任意富裕的小部件。最后,我们提供了支持测试和网络功能的伴奏脚本库的概述。

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