我有一个类似下面的界面,我注入到统一容器中.
public interface IMyInstanceFactory
{
IEnumerable<IMyInstance> GetAll();
}
所有IMyInstance在运行时之前都是已知的,即它们可以在引导程序中设置并且可以从统一中检索.我对IMyInstanceFactory的具体实现如下:
public class MyInstanceFactory:IMyInstanceFactory
{
IUnityContainer _container;
public MyInstanceFactory(IUnityContainer container)
{
_container = container;
}
public IEnumerable<IMyInstance> GetAll()
{
return _container.ResolveAll<IMyInstance>();
}
}
..在我的引导程序中,我做了这样的事情:
container.RegisterType<IMyInstance,MyInstance1>;
container.RegisterType<IMyInstance,MyInstance2>;
container.RegisterType<IMyInstance,MyInstance3>;
container.RegisterType<IMyInstanceFactory,MyInstanceFactory>;
这很好地解决了一切.但是,我不想依赖于容器,或者为此实现IMyInstanceFactory,有没有办法在不实现IMyInstanceFactory的情况下设置它? Unity是否为此提供了便利?
这种东西……
container.RegisterType<IMyInstanceFactory,factory=>factory.GetAll()>().IsResolvedBy(unity.ResolveAll<IMyInstance>);
我知道城堡可以做到这一点,Unity可以做类似的事吗?
解决方法:
有a port of the Castle Windsor Typed Factory Facilities for Unity.它将生成您的界面的实现并为您执行ResolveAll.
您的引导代码应如下所示:
container.RegisterType<IMyInstance,MyInstance1>("1");
container.RegisterType<IMyInstance,MyInstance2>("2");
container.RegisterType<IMyInstance,MyInstance3>("3");
container.RegisterType<IMyInstanceFactory>(new TypedFactory());
对GetAll的调用将被转换为容器调用ResolveAll.
该端口遵循与Windsor相同的约定.