【Unity3D与23种设计模式】中介者模式(Mediator)

GoF中定义:

定义一个接口来封装一群对象的互动行为

中介者通过移除对象之间的引用

以减少他们之间的耦合度

并且能改变它们之间的互动独立性

游戏做的越大,系统划分的也就越多

如事件系统,关卡系统,信息系统,界面系统等。

系统切分越细,就意味着系统之间的沟通越复杂

单一系统引入太多其他系统的功能,不利于单一系统的转换和维护

单一系统被过多的系统所依赖,不利于接口的更改,容易牵一发而动全身

由于需要提供给其他系统操作,系统的接口可能会过于庞大,不容易维护

using UnityEngine;

public abstract class Mediator {
     public abstract void SendMessage(Colleague theColleague,string Message);
 }

public abstract class Colleague {
     protected Mediator m_Mediator = null;

    public Colleague(Mediator theMediator) {
         m_Mediator = theMediator;
     }

    public abstract void Request(string Message);
 }

public class ConcreateColleague1 : Colleague {
     public ConcreateColleague1(Mediator theMediator) : base(theMediator) { }

    public void Action() {
         m_Mediator.SendMessage(this,"Colleage1发出通知");
     }

    public override void Request(string Message)
     {
         Debug.Log("ConcreateColleague1.Request:" + Message);
     }
 }

public class ConcreateColleague2 : Colleague
 {
     public ConcreateColleague2(Mediator theMediator) : base(theMediator) { }

    public void Action()
     {
         m_Mediator.SendMessage(this,"Colleage2发出通知");
     }

    public override void Request(string Message)
     {
         Debug.Log("ConcreateColleague2.Request:" + Message);
     }
 }

public class ConcreteMediator : Mediator {
     ConcreateColleague1 m_Colleague1 = null;
     ConcreateColleague2 m_Colleague2 = null;

    public void SetColleague1(ConcreateColleague1 theColleague) {
         m_Colleague1 = theColleague;
     }

    public void SetColleague2(ConcreateColleague2 theColleague) {
         m_Colleague2 = theColleague;
     }

    public override void SendMessage(Colleague theColleague, string Message)
     {
         if (m_Colleague1 == theColleague)
             m_Colleague2.Request(Message);

        if (m_Colleague2 == theColleague)
             m_Colleague1.Request(Message);
     }
 }

先产生中介者ConcreteMediator的对象之后

接着产生两个Colleague对象

并将其设置给中介者

分别调用两个Colleague对象的Action方法

查看信息是否通过Mediator传递给Colleague

文章整理自书籍《设计模式与游戏完美开发》 菜升达 著

原文地址:https://www.cnblogs.com/fws94/p/7199500.html