• 状态模式(State)


    模式定义

    状态模式(State Pattern) :允许一个对象在其内部状态改变时改变它的行为,对象看起来似乎修改了它的类。

    UML类图

    • 环境类(Context): 在环境类中维护一个抽象状态类型State的字段,一调用状态的处理行为和状态切换业务逻辑。
    • 抽象状态类(State):用于定义一个接口以封装与环境类的一个特定状态相关的行为。
    • 具体状态类(ConcreteState):是抽象状态类的子类,实现特定状态的行为,每一个子类实现一个与环境类的一个状态相关的行为。

    代码结构

    public class StateApp
    	{
    		public void Run()
    		{
    			Context c = new Context(new ConcreteStateA());
    
    			c.Request();
    			c.Request();
    			c.Request();
    
    			Console.ReadKey();
    		}
    	}
    
    	abstract class State
    	{
    		public abstract void Handle(Context context);
    	}
    
    	class ConcreteStateA : State
    	{
    		public override void Handle(Context context)
    		{
    			context.State = new ConcreteStateB();
    		}
    	}
    
    	class ConcreteStateB : State
    	{
    		public override void Handle(Context context)
    		{
    			context.State = new ConcreteStateA();
    		}
    	}
    
    	class Context
    	{
    		public State State { get; set; }
    
    		public Context(State state)
    		{
    			this.State = state;
    		}
    		public void Request()
    		{
    			this.State.Handle(this);
    		}
    	}
    

    情景案例

    有一款比较火的微信小游戏“头脑王者”,不同的等级,需要不同的”星“才可以晋级

    	public class StateRealWorldApp
    	{
    		public void Run()
    		{
    			Player player = new Player("小王");
    			player.Display();
    
    			for (int i = 0; i < 5; i++)
    			{
    				player.Win();
    			}
    			player.Display();
    
    			Console.ReadKey();
    		}
    	}
    
    	abstract class Grade
    	{
    		protected int Score = 0;
    		public string Name = string.Empty;
    		public Player Player { get; set; }
    		public abstract void Win();
    		public abstract void Lose();
    	}
    
    	class New : Grade
    	{
    		public New(Player player)
    		{
    			this.Player = player;
    			this.Name = "入手新门";
    		}
    
    		public override void Win()
    		{
    			this.Score = this.Score + 1;
    			if(this.Score == 5)
    			{
    				this.Player.State = new Skilled(this);
    				this.Score = 0;
    			}
    		}
    
    		public override void Lose()
    		{
    			if(this.Score != 0)
    			{
    				this.Score = this.Score - 1;
    			}
    		}
    	}
    
    	class Skilled : Grade
    	{
    		public Skilled(Grade state) 
    		{
    			this.Player = state.Player;
    			this.Name = "起步熟手";
    		}
    		public override void Win()
    		{
    			this.Score = this.Score + 1;
    			if (this.Score == 7)
    			{
    				this.Player.State = new BlackIron(this);
    				this.Score = 0;
    			}
    		}
    
    		public override void Lose()
    		{
    			if (this.Score != 0)
    			{
    				this.Score = this.Score - 1;
    			}
    		}
    	}
    
    	class BlackIron : Grade
    	{
    		public BlackIron(Grade state)
    		{
    			this.Player = state.Player;
    			this.Name = "坚韧黑铁";
    		}
    		public override void Win()
    		{
    			this.Score = this.Score + 1;
    			if (this.Score == 7)
    			{
    				this.Score = 0;
    			}
    		}
    
    		public override void Lose()
    		{
    			if (this.Score != 0)
    			{
    				this.Score = this.Score - 1;
    			}
    		}
    	}
    
    	class Player
    	{
    		public Grade State { get; set; }
    
    		private string Name;
    
    		public Player(string name)
    		{
    			this.State = new New(this);
    			this.Name = name;
    		}
    		
    		public void Win()
    		{
    			this.State.Win();
    		}
    
    		public void Lose()
    		{
    			this.State.Lose();
    		}
    
    		public void Display()
    		{
    			Console.WriteLine("用户:{0},等级为:{1}",this.Name,this.State.Name);
    		}
    	}
    
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  • 原文地址:https://www.cnblogs.com/LoveTomato/p/8447105.html
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