设计模式学习(沙盒模式)

控制类
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class TestSubclassSandbox : MonoBehaviour
{
//A list that will store all superpowers(一个存储所有超能力的List)
List<SuperPower> _superPowers = new List<SuperPower>(); //一个成员为基类的List用来调用类,把行为实例化!!

private float _elapsedTime = 0.0f;

void Start()
{
_superPowers.Add(new SkyLaunch());
_superPowers.Add(new GroundDive());
_superPowers.Add(new FlashSpeed());
_elapsedTime = Time.realtimeSinceStartup;
}

void Update()
{
//Trigger once per second(每一秒触发一次)
if (Time.realtimeSinceStartup - _elapsedTime > 1f)
{
for (int i = 0; i < _superPowers.Count; i++)
{
_superPowers[i].Activate(); //因为已经有实例化的对象了,调用对象里的成员函数
}
_elapsedTime = Time.realtimeSinceStartup;
}

}
}
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基类
using UnityEngine;
using System.Collections;

//This is the base class(基类)
public abstract class SuperPower
{
//Abstract interface for sub class(给子类提供的抽象接口)
public abstract void Activate();

//Some of the tool methods given to the child class(给子类提供的一些工具方法类)
protected void Move(float speed)
{
Debug.Log("Moving with speed " + speed + "!(速度)");
}

protected void PlaySound(string coolSound)
{
Debug.Log("Playing sound " + coolSound+"!(音效)");
}

protected void SpawnParticles(string particles)
{
Debug.Log("Spawn Particles "+ particles+"!(粒子特效)");
}
}
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一个派生类
using UnityEngine;
using System.Collections;

//Subclasses
public class SkyLaunch : SuperPower
{
//Has to have its own version of Activate()(子类实现自己版本的Activate()方法)
public override void Activate()
{
Debug.Log("--------------------------SkyLaunch SuperPower Activate!--------------------");
//make own unique features.(组合子类自己独特的功能)
Move(10f);
PlaySound("SkyLaunch");
SpawnParticles("SkyLaunch Particles");
}

原文地址:https://www.cnblogs.com/ly570/p/11154070.html