Unity---游戏设计模式(10)之建造者模式




概述参考请看 参考博客

建造者模式:是将一个复杂的对象的构建与它的表示分离,使得同样的构建过程可以创建不同的表示。
建造者模式的流程不变,但每个流程实现的具体细节是经常变化的。

1、建造者模式原型

UML图

原型代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 建造者模式
/// </summary>
public class Client : MonoBehaviour
{
    private void Start()
    {

        IBulider fatPersonBuilder = new FatPersonBuilder();
        IBulider ThinPersonBuilder = new ThinPersonBuilder();

        IPerson fatPerson = Director.GetPerson(fatPersonBuilder);
        fatPerson.ShowAllPart();
    }
}

/// <summary>
/// 需要建造的人物
/// </summary>
public class IPerson
{
    private List<string> mParts = new List<string>();

    /// <summary>
    /// 构造人物身体部分
    /// </summary>
    public void AddPart(string part)
    {
        mParts.Add(part);
    }

    public void ShowAllPart()
    {
        foreach (string item in mParts)
        {
            Debug.Log(item);
        }
    }
}
public class FatPerson : IPerson
{

}
public class ThinPerson : IPerson
{

}

/// <summary>
/// 建造者接口
/// </summary>
public interface IBulider
{
    void AddHead();
    void AddBody();
    void AddHand();
    void AddFeet();
    IPerson GetResult();
}
/// <summary>
/// 建造胖人
/// </summary>
public class FatPersonBuilder : IBulider
{
    private IPerson mFatPerson;
    public FatPersonBuilder()
    {
        mFatPerson = new FatPerson();
    }

    public void AddBody()
    {
        mFatPerson.AddPart("胖子身体");
    }

    public void AddFeet()
    {
        mFatPerson.AddPart("胖子脚");

    }

    public void AddHand()
    {
        mFatPerson.AddPart("胖子手");
    }

    public void AddHead()
    {
        mFatPerson.AddPart("胖子头部");
    }

    public IPerson GetResult()
    {
        return mFatPerson;
    }
}
/// <summary>
/// 建造瘦人
/// </summary>
public class ThinPersonBuilder : IBulider
{
    private IPerson mThinPerson;
    public ThinPersonBuilder()
    {
        mThinPerson = new ThinPerson();
    }

    public void AddBody()
    {
        mThinPerson.AddPart("瘦子身体");
    }

    public void AddFeet()
    {
        mThinPerson.AddPart("瘦子脚");

    }

    public void AddHand()
    {
        mThinPerson.AddPart("瘦子手");
    }

    public void AddHead()
    {
        mThinPerson.AddPart("瘦子头部");
    }

    public IPerson GetResult()
    {
        return mThinPerson;
    }
}

public class Director
{
    public static IPerson GetPerson(IBulider bulider)
    {
        bulider.AddHead();
        bulider.AddBody();
        bulider.AddHand();
        bulider.AddFeet();
        return bulider.GetResult();
    }
}

2、建造者模式实例

在游戏中的时候,同样的也可以用在建造人物角色上。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 建造者模式
/// </summary>
public class TestMode : MonoBehaviour
{
    private void Start()
    {
        ICharacter soldier = Direct.GetCharacter(new SoldierBuilder(new SoldierCharacter(), 5));
        soldier.ShowAttribute();

        ICharacter enemy = Direct.GetCharacter(new EnemyBuilder(new EnemyCharacter(), 10));
        enemy.ShowAttribute();
    }
}

/// <summary>
/// 角色
/// </summary>
public abstract class ICharacter
{
    //角色有三个属性:标签、攻击力、等级(自由赋值)
    //tag是自动赋值的属性,level是传递的属性,attack是根据level计算的属性。
    protected string mTag;
    public string Tag { set { mTag = value; } }
    protected int mAttack;
    public int Attack { set { mAttack = value; } }
    protected int mLevel;
    public int Level { get { return mLevel; } set { mLevel = value; } }

    /// <summary>
    /// 角色模型资源
    /// </summary>
    protected GameObject mGameObject;
    public GameObject GameObject { set { mGameObject = value; } }

    public void ShowAttribute()
    {
        Debug.Log("标签:" + mTag);
        Debug.Log("攻击力:" + mAttack);
        Debug.Log("等级:" + mLevel);
    }
}
public class SoldierCharacter:ICharacter
{

}
public class EnemyCharacter : ICharacter
{

}

/// <summary>
/// 角色建造者
/// </summary>
public abstract class ICharacterBuilder
{
    protected ICharacter mCharacter;

    public ICharacterBuilder(ICharacter Character , int lv)
    {
        mCharacter = Character;
        mCharacter.Level = lv;
    }

    public abstract void AddCharacterAttribute();

    public abstract void AddGameObject();

    public abstract ICharacter GetResult();
}
/// <summary>
/// 建造士兵
/// </summary>
public class SoldierBuilder : ICharacterBuilder
{
    public SoldierBuilder(ICharacter Character, int lv)
        :base(Character, lv)
    {
    }

    public override void AddCharacterAttribute()
    {
        mCharacter.Tag = "战士";
        mCharacter.Attack = mCharacter.Level * 5;
    }

    public override void AddGameObject()
    {
        mCharacter.GameObject = Resources.Load("SoldierGameobject") as GameObject;
    }

    public override ICharacter GetResult()
    {
        return mCharacter;
    }
}
/// <summary>
/// 建造敌人
/// </summary>
public class EnemyBuilder : ICharacterBuilder
{
    public EnemyBuilder(ICharacter Character, int lv)
    : base(Character, lv)
    {
    }

    public override void AddCharacterAttribute()
    {
        mCharacter.Tag = "敌人";
        mCharacter.Attack = mCharacter.Level * 10;
    }

    public override void AddGameObject()
    {
        mCharacter.GameObject = Resources.Load("EnemyGameobject") as GameObject;
    }

    public override ICharacter GetResult()
    {
        return mCharacter;
    }
}

public class Direct
{
    public static ICharacter GetCharacter(ICharacterBuilder builder)
    {
        builder.AddCharacterAttribute();
        builder.AddGameObject();
        return builder.GetResult();
    }
}

3、建造者模式优缺点

优点

  1. 有利于系统扩展,符合开闭原则
  2. 增强代码复用性

缺点

  1. 会产生很多的类
原文地址:https://www.cnblogs.com/Fflyqaq/p/11704314.html