模式定义
在不破坏封装性的前提下,捕获一个对象的内部状态,并在对象之外保存这个状态。这样以后就可以将该对象恢复到原先保存的状态。
UML类图
- 发起人(Originator)
- 创建一个含有当前的内部状态的备忘录对象。
- 使用备忘录对象恢复其内部状态。
- 负责人(Caretaker)
- 负责保存备忘录对象。
- 从不操作或检查备忘录的内容。
- 备忘录(Memento) 保存发起人
Originator
对象的内部状态
代码结构
public static class MomentoApp
{
public static void Run()
{
Originator o = new Originator();
o.State = "On";
Caretaker c = new Caretaker();
c.Memento = o.CreateMemento();
o.State = "Off";
o.SetMemento(c.Memento);
Console.WriteLine(o.State);
}
}
/// <summary>
/// 发起人
/// </summary>
class Originator
{
public string State { get; set; }
/// <summary>
/// 创建备忘录
/// </summary>
/// <returns></returns>
public Memento CreateMemento()
{
return (new Memento(this.State));
}
/// <summary>
/// 安装备忘录回复
/// </summary>
/// <param name="memento"></param>
public void SetMemento(Memento memento)
{
Console.WriteLine("Restoring state...");
this.State = memento.State;
}
}
/// <summary>
/// 备忘录
/// </summary>
class Memento
{
private string _state;
public Memento(string state)
{
this._state = state;
}
public string State
{
get { return _state; }
}
}
/// <summary>
/// 管理者
/// </summary>
class Caretaker
{
private Memento _memento;
public Memento Memento
{
set { _memento = value; }
get { return _memento; }
}
}
情景案例
下面是一个游戏进度备忘录
public static class MomentoApp
{
public static void Run()
{
//大战Boss前
GameRole lixiaoyao = new GameRole();
lixiaoyao.GetInitState();
lixiaoyao.StateDisplay();
//保存进度
RoleStateCaretaker stateAdmin = new RoleStateCaretaker();
stateAdmin.Memento = lixiaoyao.SaveState();
//大战Boss时,损耗严重
lixiaoyao.Fight();
lixiaoyao.StateDisplay();
//恢复之前的状态
lixiaoyao.RecoveryState(stateAdmin.Memento);
lixiaoyao.StateDisplay();
}
}
class GameRole
{
//生命力
private int vit;
public int Vitality
{
get { return vit; }
set { vit = value; }
}
//攻击力
private int atk;
public int Attack
{
get { return atk; }
set { atk = value; }
}
//防御力
private int def;
public int Defense
{
get { return def; }
set { def = value; }
}
//状态显示
public void StateDisplay()
{
Console.WriteLine("角色当前状态:");
Console.WriteLine("体力:{0}", this.vit);
Console.WriteLine("攻击力:{0}", this.atk);
Console.WriteLine("防御力:{0}", this.def);
Console.WriteLine("");
}
//获得初始状态
public void GetInitState()
{
this.vit = 100;
this.atk = 100;
this.def = 100;
}
//战斗
public void Fight()
{
this.vit = 0;
this.atk = 0;
this.def = 0;
}
//保存角色状态
public RoleStateMemento SaveState()
{
return (new RoleStateMemento(vit, atk, def));
}
//恢复角色状态
public void RecoveryState(RoleStateMemento memento)
{
this.vit = memento.Vitality;
this.atk = memento.Attack;
this.def = memento.Defense;
}
}
//角色状态存储箱
class RoleStateMemento
{
private int vit;
private int atk;
private int def;
public RoleStateMemento(int vit, int atk, int def)
{
this.vit = vit;
this.atk = atk;
this.def = def;
}
//生命力
public int Vitality
{
get { return vit; }
set { vit = value; }
}
//攻击力
public int Attack
{
get { return atk; }
set { atk = value; }
}
//防御力
public int Defense
{
get { return def; }
set { def = value; }
}
}
//角色状态管理者
class RoleStateCaretaker
{
private RoleStateMemento memento;
public RoleStateMemento Memento
{
get { return memento; }
set { memento = value; }
}
}