IronMan之組合
在上個篇幅中講到怎么把“武器”裝飾到“部件”上,這個篇幅呢,還是要講到“武器”,不過呢是關于“武器”使用的。
本篇介紹"武器"的合理使用方式,不說廢話,直接來看起初使用遇到的問題:
一起來看一下“武器”的定義:
1 public abstract class WeaponUpgradeLevel1 2 { 3 PRotected List<WeaponUpgradeLevel1> weaponUpgrades=new List<WeaponUpgradeLevel1>(); 4 5 public List<WeaponUpgradeLevel1> WeaponUpgrades 6 { 7 get 8 { 9 return weaponUpgrades;10 }11 12 }13 /// <summary>14 /// 判斷是“部分”對象 還是 “整體”對象15 /// </summary>16 public bool IsSingle17 {18 get19 {20 if (weaponUpgrades.Count > 0)21 {22 return false;23 }24 else25 {26 return true;27 }28 }29 }30 /// <summary>31 /// 攻擊32 /// </summary>33 public abstract void Attack();34 /// <summary>35 /// 添加 “部分”對象或者是“整體”對象 到“整體”對象36 /// </summary>37 /// <param name="weaponupgrade"></param>38 /// <returns></returns>39 public virtual bool Add(WeaponUpgradeLevel1 weaponupgrade)40 {41 if (weaponupgrade != null)42 {43 WeaponUpgrades.Add(weaponupgrade);44 return true;45 }46 else { return false; }47 48 }49 /// <summary>50 /// 從“整體”對象中移除 “部分”對象或者是“整體”對象51 /// </summary>52 /// <param name="weaponupgrade"></param>53 /// <returns></returns>54 public virtual bool Remove(WeaponUpgradeLevel1 weaponupgrade)55 {56 if (weaponupgrade != null)57 {58 if (WeaponUpgrades.Contains(weaponupgrade))59 {60 WeaponUpgrades.Remove(weaponupgrade);61 return true;62 }63 else64 {65 return false;66 }67 }68 else { return false; }69 }70 }71 public class Rocket : WeaponUpgradeLevel172 {73 private string _name = "火箭炮";74 75 public override void Attack()76 {77 Console.WriteLine("使用" + _name + "進行攻擊");78 }79 }80 public class RocketLevel1 : WeaponUpgradeLevel181 {82 private string _name = "火箭炮(EX.2X2)";//由四個火箭炮組成83 84 public override void Attack()85 {86 Console.WriteLine("使用"+_name+"進行攻擊");87 }88 }上面定義了三種類型,WeaponUpgradeLevel1是“武器”的抽象,并且在其中定義了一些屬性和方法,
用于表示實現了此“武器”抽象的類型是否是核心武器(部分)還是核心武器的外殼(整體),
并且也在后面實現了“武器”抽象,分別是Rocket核心武器(部分)和RocketLevel1核心武器的外殼(整體),這樣的結構定義好了過后,我們來看一下子,怎么使用它們:
1 WeaponUpgradeLevel1 weaRocket1 = new Rocket(); 2 WeaponUpgradeLevel1 weaRocket2 = new Rocket(); 3 WeaponUpgradeLevel1 weaRocket3 = new Rocket(); 4 WeaponUpgradeLevel1 weaRocket4 = new Rocket(); 5 6 WeaponUpgradeLevel1 weaRocketlevel1 = new RocketLevel1(); 7 weaRocketlevel1.Add(weaRocket1); 8 weaRocketlevel1.Add(weaRocket2); 9 weaRocketlevel1.Add(weaRocket3);10 weaRocketlevel1.Add(weaRocket4);
這時候 weaRocketlevel1示例是像圖1這樣的:
圖1

圖2

要是使用weaRocketlevel1,真正的目的不是使用它本身,而是使用它里面的小火箭炮(也就是weaRocket1……)。 如果想要使用里面的小火箭炮,并不是簡簡單單的遍歷一下就可以了,從現在的情況來看,確實是很簡單的遍歷
,獲取到每個火箭炮,并且使用它們, 但是如果這個"火箭炮(EX.2X2)"改成了"火箭炮(EX.8X8)"呢? 并且"火箭炮(EX.8X8)"是由 4個"火箭炮(EX.4X4)"組成,每個"火箭炮(EX.4X4)"是由4個"火箭炮(EX.2X2)"組成的。 在這樣的情況下怎么辦? 沒錯了,是使用遞歸來遍歷,然后的情況就是如圖3所示:
圖3

這樣來看,也確實沒什么大問題,只是耦合度比較高。使用設計模式可以在特定的情況下解耦,這里的情況比較適合Composite模式。
將對象組合成樹形結構以表示“部分-整體”的層次結構。Composite模式使得用戶對單個對象和組合
對象的使用具有一致性。
[GOF 《設計模式》]
根據設計的中心思想,看一下修改后的結構:
1 public abstract class WeaponUpgradeLevel1 2 { 3 protected List<WeaponUpgradeLevel1> weaponUpgrades=new List<WeaponUpgradeLevel1>(); 4 5 public List<WeaponUpgradeLevel1> WeaponUpgrades 6 { 7 get 8 { 9 return weaponUpgrades; 10 } 11 12 } 13 /// <summary> 14 /// 判斷是“部分”對象 還是 “整體”對象。 15 /// true為“部分”對象 反之相對 16 /// </summary> 17 public bool IsSingle 18 { 19 get 20 { 21 if (weaponUpgrades.Count > 0) 22 { 23 return false; 24 } 25 else 26 { 27 return true; 28 } 29 } 30 } 31 /// <summary> 32 /// 攻擊 33 /// </summary> 34 public virtual void Attack() 35 { 36 ActionAttack(this); 37 } 38 private void ActionAttack(WeaponUpgradeLevel1 weaponupgrade) 39 { 40 if (weaponupgrade.IsSingle) 41 { 42 weaponupgrade.Attack(); 43 } 44 else 45 { 46 foreach (WeaponUpgradeLevel1 weapon in weaponupgrade.WeaponUpgrades) 47 { 48 ActionAttack(weapon); 49 } 50 } 51 } 52 /// <summary> 53 /// 添加 “部分”對象或者是“整體”對象 到“整體”對象 54 /// </summary> 55 /// <param name="weaponupgrade"></param> 56 /// <returns></returns> 57 public virtual bool Add(WeaponUpgradeLevel1 weaponupgrade) 58 { 59 if (weaponupgrade != null) 60 { 61 WeaponUpgrades.Add(weaponupgrade); 62 return true; 63 } 64 else { return false; } 65 66 } 67 /// <summary> 68 /// 從“整體”對象中移除 “部分”對象或者是“整體”對象 69 /// </summary> 70 /// <param name="weaponupgrade"></param> 71 /// <returns></returns> 72 public virtual bool Remove(WeaponUpgradeLevel1 weaponupgrade) 73 { 74 if (weaponupgrade != null) 75 { 76 if (WeaponUpgrades.Contains(weaponupgrade)) 77 { 78 WeaponUpgrades.Remove(weaponupgrade); 79 return true; 80 } 81 else 82 { 83 return false; 84 } 85 } 86 else { return false; } 87 } 88 } 89 public class Rocket : WeaponUpgradeLevel1 90 { 91 private string _name = "火箭炮"; 92 93 public override void Attack() 94 { 95 Console.WriteLine("使用" + _name + "進行攻擊"); 96 } 97 } 98 public class RocketLevel1 : WeaponUpgradeLevel1 99 {100 private string _name = "火箭炮(EX.2X2)";//由四個火箭炮組成101 102 public override void Attack()103 {104 base.Attack();105 Console.WriteLine("使用"+_name+"進行攻擊");106 }107 }看一下現在的客戶端怎么使用“火箭炮”:
1 WeaponUpgradeLevel1 weaRocket1 = new Rocket(); 2 WeaponUpgradeLevel1 weaRocket2 = new Rocket(); 3 WeaponUpgradeLevel1 weaRocket3 = new Rocket(); 4 WeaponUpgradeLevel1 weaRocket4 = new Rocket(); 5 WeaponUpgradeLevel1 weaR
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