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:
1 public abstract class WeaponUpgradeLevel1 2 { 3 protected List<WeaponUpgradeLevel1> weaponUpgrades=new List<WeaponUpgradeLevel1>(); 4 5 public List<WeaponUpgradeLevel1> WeaponUpgrades 6 { 7 get 8 { 9 return weaponUpgrades; 10 } 11 12 } 13 /// <summary> 14 /// 判断是“部分”对象 还是 “整体”对象 15 /// </summary> 16 public bool IsSingle 17 { 18 get 19 { 20 if (weaponUpgrades.Count > 0) 21 { 22 return false; 23 } 24 else 25 { 26 return true; 27 } 28 } 29 } 30 /// <summary> 31 /// 攻击 32 /// </summary> 33 public abstract void Attack(); 34 /// <summary> 35 /// 添加 “部分”对象或者是“整体”对象 到“整体”对象 36 /// </summary> 37 /// <param name="weaponupgrade"></param> 38 /// <returns></returns> 39 public virtual bool Add(WeaponUpgradeLevel1 weaponupgrade) 40 { 41 if (weaponupgrade != null) 42 { 43 WeaponUpgrades.Add(weaponupgrade); 44 return true; 45 } 46 else { return false; } 47 48 } 49 /// <summary> 50 /// 从“整体”对象中移除 “部分”对象或者是“整体”对象 51 /// </summary> 52 /// <param name="weaponupgrade"></param> 53 /// <returns></returns> 54 public virtual bool Remove(WeaponUpgradeLevel1 weaponupgrade) 55 { 56 if (weaponupgrade != null) 57 { 58 if (WeaponUpgrades.Contains(weaponupgrade)) 59 { 60 WeaponUpgrades.Remove(weaponupgrade); 61 return true; 62 } 63 else 64 { 65 return false; 66 } 67 } 68 else { return false; } 69 } 70 } 71 public class Rocket : WeaponUpgradeLevel1 72 { 73 private string _name = "火箭炮"; 74 75 public override void Attack() 76 { 77 Console.WriteLine("使用" + _name + "进行攻击"); 78 } 79 } 80 public class RocketLevel1 : WeaponUpgradeLevel1 81 { 82 private string _name = "火箭炮(EX.2X2)";//由四个火箭炮组成 83 84 public override void Attack() 85 { 86 Console.WriteLine("使用"+_name+"进行攻击"); 87 } 88 }
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:
1 WeaponUpgradeLevel1 weaRocket1 = new Rocket(); 2 WeaponUpgradeLevel1 weaRocket2 = new Rocket(); 3 WeaponUpgradeLevel1 weaRocket3 = new Rocket(); 4 WeaponUpgradeLevel1 weaRocket4 = new Rocket(); 5 6 WeaponUpgradeLevel1 weaRocketlevel1 = new RocketLevel1(); 7 weaRocketlevel1.Add(weaRocket1); 8 weaRocketlevel1.Add(weaRocket2); 9 weaRocketlevel1.Add(weaRocket3); 10 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:
1 public abstract class WeaponUpgradeLevel1 2 { 3 protected List<WeaponUpgradeLevel1> weaponUpgrades=new List<WeaponUpgradeLevel1>(); 4 5 public List<WeaponUpgradeLevel1> WeaponUpgrades 6 { 7 get 8 { 9 return weaponUpgrades; 10 } 11 12 } 13 /// <summary> 14 /// 判断是“部分”对象 还是 “整体”对象。 15 /// true为“部分”对象 反之相对 16 /// </summary> 17 public bool IsSingle 18 { 19 get 20 { 21 if (weaponUpgrades.Count > 0) 22 { 23 return false; 24 } 25 else 26 { 27 return true; 28 } 29 } 30 } 31 /// <summary> 32 /// 攻击 33 /// </summary> 34 public virtual void Attack() 35 { 36 ActionAttack(this); 37 } 38 private void ActionAttack(WeaponUpgradeLevel1 weaponupgrade) 39 { 40 if (weaponupgrade.IsSingle) 41 { 42 weaponupgrade.Attack(); 43 } 44 else 45 { 46 foreach (WeaponUpgradeLevel1 weapon in weaponupgrade.WeaponUpgrades) 47 { 48 ActionAttack(weapon); 49 } 50 } 51 } 52 /// <summary> 53 /// 添加 “部分”对象或者是“整体”对象 到“整体”对象 54 /// </summary> 55 /// <param name="weaponupgrade"></param> 56 /// <returns></returns> 57 public virtual bool Add(WeaponUpgradeLevel1 weaponupgrade) 58 { 59 if (weaponupgrade != null) 60 { 61 WeaponUpgrades.Add(weaponupgrade); 62 return true; 63 } 64 else { return false; } 65 66 } 67 /// <summary> 68 /// 从“整体”对象中移除 “部分”对象或者是“整体”对象 69 /// </summary> 70 /// <param name="weaponupgrade"></param> 71 /// <returns></returns> 72 public virtual bool Remove(WeaponUpgradeLevel1 weaponupgrade) 73 { 74 if (weaponupgrade != null) 75 { 76 if (WeaponUpgrades.Contains(weaponupgrade)) 77 { 78 WeaponUpgrades.Remove(weaponupgrade); 79 return true; 80 } 81 else 82 { 83 return false; 84 } 85 } 86 else { return false; } 87 } 88 } 89 public class Rocket : WeaponUpgradeLevel1 90 { 91 private string _name = "火箭炮"; 92 93 public override void Attack() 94 { 95 Console.WriteLine("使用" + _name + "进行攻击"); 96 } 97 } 98 public class RocketLevel1 : WeaponUpgradeLevel1 99 { 100 private string _name = "火箭炮(EX.2X2)";//由四个火箭炮组成 101 102 public override void Attack() 103 { 104 base.Attack(); 105 Console.WriteLine("使用"+_name+"进行攻击"); 106 } 107 }
看一下现在的客户端怎么使用“火箭炮”:
1 WeaponUpgradeLevel1 weaRocket1 = new Rocket(); 2 WeaponUpgradeLevel1 weaRocket2 = new Rocket(); 3 WeaponUpgradeLevel1 weaRocket3 = new Rocket(); 4 WeaponUpgradeLevel1 weaRocket4 = new Rocket(); 5 WeaponUpgradeLevel1 weaRocketlevel1 = new RocketLevel1(); 6 weaRocketlevel1.Add(weaRocket1); 7 weaRocketlevel1.Add(weaRocket2); 8 weaRocketlevel1.Add(weaRocket3); 9 weaRocketlevel1.Add(weaRocket4); 10 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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