• 简单工厂模式


    情景:有一个怪兽,HP100,现在勇士有可以使用武器将其打败,有三种武器,木剑每次打击20血,铁剑每次50血,金刚剑每次100血,如果想要使用简单工厂方式,怎么设计?

    .啥是简单工厂?

    通过专门定义一个类来负责创建其他类的实例,被创建的实例通常都具有共同的父类。

    结构大概如下图:

    画出场景的类图

    解释:

    1.Sword是一个基类,通过其中有一个字段保存怪物的血量,还有一个虚方法是打击怪物的方法

    2.有三个具体的武器的类,分别对应木剑、铁剑、金刚剑,实现了各种对怪物打击的逻辑

    3.CreateSwordFactory类,是具体实例化武器的类,通过客户端的调用,可以传入想要创建的武器。

    4.Program就是客户端

     

    .具体的代码

    1.Sword.cs类
    namespace SimpleFactory
    {
            public class Sword
            {
                    protected int monsterLife = 100;
                    public virtual void beat()
                    {
                            
                    }
            }
    }

    2.WoodSword.cs

    namespace SimpleFactory
    {
            public class WoodSword : Sword
            {
                    public override void beat()
                    {
                            while (monsterLife > 0)
                            {
                                    base.monsterLife -= 20;
                                    Console.WriteLine("The Monster is already alive!");
                            }
                            Console.WriteLine("Excellent!The Monster is dead!"); 
                    }
            }
    }

     3.IronSword.cs

    namespace SimpleFactory
    {
            public class IronSword:Sword
            {
                    public override void beat()
                    {
                            while (monsterLife > 0)
                            {
                                    base.monsterLife -= 50;
                                    Console.WriteLine("The Monster is already alive!");
                            }
                            Console.WriteLine("Excellent!The Monster is dead!"); 
                    }
            }
    }

    4.DiamondSword.cs

    namespace SimpleFactory
    {
          public class DiamondSword:Sword
            {
                  public override void beat()
                    {
                            while (monsterLife > 0)
                            {
                                    base.monsterLife -= 100;
                                    Console.WriteLine("The Monster is already alive!");
                            }
                            Console.WriteLine("Excellent!The Monster is dead!"); 
                    }
            }
    }

    5.CreateSwordFactory.cs

    namespace SimpleFactory
    {
            public class CreateSwordFactory
            {
                    public static Sword CreateSword(string sword)
                    {
                            Sword s = null;
                            switch (sword)
                            { 
                                    case "WoodSword":
                                              s = new WoodSword();
                                            break;
                                    case "IronSword":
                                              s = new IronSword();
                                            break;
                                    case "DiamondSword":
                                              s = new DiamondSword();
                                            break;
                                    default:
                                            break;
                            }
                            return s;
                    }
            }
    }

    6.Program.cs

    namespace SimpleFactory
    {
            class Program
            {
                    static void Main(string[] args)
                    {
                            Sword s = CreateSwordFactory.CreateSword("WoodSword");
                            s.beat();
                            Console.WriteLine("----------------------");
                            s=CreateSwordFactory.CreateSword("IronSword");
                            s.beat();
                            Console.WriteLine("----------------------");
                            s = CreateSwordFactory.CreateSword("DiamondSword");
                            s.beat();
                    }
            }
    }

     

    .运行效果和总结

    效果:

    总结:

    简单工厂模式的优缺点: 

           点:如下图所示,这时候我们添加一个其他的剑,那么我不需要去修改我红色区域的东西,仅仅修改CreateSwordFactory.cs这个类就行,然后这个类根据客户端给出的具体产生什么剑再去实例化就可以了。不需要了解具体每一个剑是怎么被创建的。

    缺点:以为过多的依赖于工厂类,简单工厂模式背了“开放封则”,就是背了“系统对扩展开放,修改关闭”的原,因当我新增加一个候必修改工厂,相的工厂就需要重新编译一遍。

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  • 原文地址:https://www.cnblogs.com/dcz2015/p/5261609.html
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