IronMan之组合
在上个篇幅中讲到怎么把“武器”装饰到“部件”上,这个篇幅呢,还是要讲到“武器”,不过呢是关于“武器”使用的。
本篇介绍"武器"的合理使用方式,不说废话,直接来看起初使用遇到的问题:
一起来看一下“武器”的定义:
public abstract class WeaponUpgradeLevel1
{
protected List<WeaponUpgradeLevel1> weaponUpgrades=new List<WeaponUpgradeLevel1>(); public List<WeaponUpgradeLevel1> WeaponUpgrades
{
get
{
return weaponUpgrades;
} }
/// <summary>
/// 判断是“部分”对象 还是 “整体”对象
/// </summary>
public bool IsSingle
{
get
{
if (weaponUpgrades.Count > )
{
return false;
}
else
{
return true;
}
}
}
/// <summary>
/// 攻击
/// </summary>
public abstract void Attack();
/// <summary>
/// 添加 “部分”对象或者是“整体”对象 到“整体”对象
/// </summary>
/// <param name="weaponupgrade"></param>
/// <returns></returns>
public virtual bool Add(WeaponUpgradeLevel1 weaponupgrade)
{
if (weaponupgrade != null)
{
WeaponUpgrades.Add(weaponupgrade);
return true;
}
else { return false; } }
/// <summary>
/// 从“整体”对象中移除 “部分”对象或者是“整体”对象
/// </summary>
/// <param name="weaponupgrade"></param>
/// <returns></returns>
public virtual bool Remove(WeaponUpgradeLevel1 weaponupgrade)
{
if (weaponupgrade != null)
{
if (WeaponUpgrades.Contains(weaponupgrade))
{
WeaponUpgrades.Remove(weaponupgrade);
return true;
}
else
{
return false;
}
}
else { return false; }
}
}
public class Rocket : WeaponUpgradeLevel1
{
private string _name = "火箭炮"; public override void Attack()
{
Console.WriteLine("使用" + _name + "进行攻击");
}
}
public class RocketLevel1 : WeaponUpgradeLevel1
{
private string _name = "火箭炮(EX.2X2)";//由四个火箭炮组成 public override void Attack()
{
Console.WriteLine("使用"+_name+"进行攻击");
}
}
上面定义了三种类型,WeaponUpgradeLevel1是“武器”的抽象,并且在其中定义了一些属性和方法,
用于表示实现了此“武器”抽象的类型是否是核心武器(部分)还是核心武器的外壳(整体),
并且也在后面实现了“武器”抽象,分别是Rocket核心武器(部分)和RocketLevel1核心武器的外壳(整体),这样的结构定义好了过后,我们来看一下子,怎么使用它们:
WeaponUpgradeLevel1 weaRocket1 = new Rocket();
WeaponUpgradeLevel1 weaRocket2 = new Rocket();
WeaponUpgradeLevel1 weaRocket3 = new Rocket();
WeaponUpgradeLevel1 weaRocket4 = new Rocket(); WeaponUpgradeLevel1 weaRocketlevel1 = new RocketLevel1();
weaRocketlevel1.Add(weaRocket1);
weaRocketlevel1.Add(weaRocket2);
weaRocketlevel1.Add(weaRocket3);
weaRocketlevel1.Add(weaRocket4);
这时候 weaRocketlevel1示例是像图1这样的:
图1
图2
要是使用weaRocketlevel1,真正的目的不是使用它本身,而是使用它里面的小火箭炮(也就是weaRocket1……)。 如果想要使用里面的小火箭炮,并不是简简单单的遍历一下就可以了,从现在的情况来看,确实是很简单的遍历
,获取到每个火箭炮,并且使用它们, 但是如果这个"火箭炮(EX.2X2)"改成了"火箭炮(EX.8X8)"呢? 并且"火箭炮(EX.8X8)"是由 4个"火箭炮(EX.4X4)"组成,每个"火箭炮(EX.4X4)"是由4个"火箭炮(EX.2X2)"组成的。 在这样的情况下怎么办? 没错了,是使用递归来遍历,然后的情况就是如图3所示:
图3
这样来看,也确实没什么大问题,只是耦合度比较高。
使用设计模式可以在特定的情况下解耦,这里的情况比较适合Composite模式。
将对象组合成树形结构以表示“部分-整体”的层次结构。Composite模式使得用户对单个对象和组合
对象的使用具有一致性。
[GOF 《设计模式》]
根据设计的中心思想,看一下修改后的结构:
public abstract class WeaponUpgradeLevel1
{
protected List<WeaponUpgradeLevel1> weaponUpgrades=new List<WeaponUpgradeLevel1>(); public List<WeaponUpgradeLevel1> WeaponUpgrades
{
get
{
return weaponUpgrades;
} }
/// <summary>
/// 判断是“部分”对象 还是 “整体”对象。
/// true为“部分”对象 反之相对
/// </summary>
public bool IsSingle
{
get
{
if (weaponUpgrades.Count > )
{
return false;
}
else
{
return true;
}
}
}
/// <summary>
/// 攻击
/// </summary>
public virtual void Attack()
{
ActionAttack(this);
}
private void ActionAttack(WeaponUpgradeLevel1 weaponupgrade)
{
if (weaponupgrade.IsSingle)
{
weaponupgrade.Attack();
}
else
{
foreach (WeaponUpgradeLevel1 weapon in weaponupgrade.WeaponUpgrades)
{
ActionAttack(weapon);
}
}
}
/// <summary>
/// 添加 “部分”对象或者是“整体”对象 到“整体”对象
/// </summary>
/// <param name="weaponupgrade"></param>
/// <returns></returns>
public virtual bool Add(WeaponUpgradeLevel1 weaponupgrade)
{
if (weaponupgrade != null)
{
WeaponUpgrades.Add(weaponupgrade);
return true;
}
else { return false; } }
/// <summary>
/// 从“整体”对象中移除 “部分”对象或者是“整体”对象
/// </summary>
/// <param name="weaponupgrade"></param>
/// <returns></returns>
public virtual bool Remove(WeaponUpgradeLevel1 weaponupgrade)
{
if (weaponupgrade != null)
{
if (WeaponUpgrades.Contains(weaponupgrade))
{
WeaponUpgrades.Remove(weaponupgrade);
return true;
}
else
{
return false;
}
}
else { return false; }
}
}
public class Rocket : WeaponUpgradeLevel1
{
private string _name = "火箭炮"; public override void Attack()
{
Console.WriteLine("使用" + _name + "进行攻击");
}
}
public class RocketLevel1 : WeaponUpgradeLevel1
{
private string _name = "火箭炮(EX.2X2)";//由四个火箭炮组成 public override void Attack()
{
base.Attack();
Console.WriteLine("使用"+_name+"进行攻击");
}
}
看一下现在的客户端怎么使用“火箭炮”:
WeaponUpgradeLevel1 weaRocket1 = new Rocket();
WeaponUpgradeLevel1 weaRocket2 = new Rocket();
WeaponUpgradeLevel1 weaRocket3 = new Rocket();
WeaponUpgradeLevel1 weaRocket4 = new Rocket();
WeaponUpgradeLevel1 weaRocketlevel1 = new RocketLevel1();
weaRocketlevel1.Add(weaRocket1);
weaRocketlevel1.Add(weaRocket2);
weaRocketlevel1.Add(weaRocket3);
weaRocketlevel1.Add(weaRocket4);
weaRocketlevel1.Attack();
所示结果如图4
图4
根据设计模式的思想修改代码的区别是在“武器”抽象中把对“核心武器”的使用做了统一的使用。意思就不做阐述了可以自己理解理解。
作者:金源
出处:http://www.cnblogs.com/jin-yuan/
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