当前位置:首页 » 《随便一记》 » 正文

C#---高级|设计模式_renwen1579的博客

28 人参与  2022年03月24日 17:23  分类 : 《随便一记》  评论

点击全文阅读


【千锋合集】史上最全Unity3D全套教程|匠心之作_哔哩哔哩_bilibili

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#region old
public class Animal : MonoBehaviour {
    public string name;
    public Animal(string name) {
        this.name = name;
    }
    public void  Shout() {
        if (name == "鸟") {
            Debug.Log("吱吱吱");
        }
        else if (name=="猫") {
            Debug.Log("喵喵喵");
        }
    }
}
#endregion
#region New
public class NewAnimal {
    public string name;
    public NewAnimal(string name) {
        this.name = name;
    }
    public virtual void Shout() {

    }
}

public class Cat : NewAnimal {
    public Cat(string name) : base(name) { }
    public override void Shout()
    {
        base.Shout();
        Debug.Log("喵喵喵");
    }
}

public class Bird : NewAnimal
{
    public Bird(string name) : base(name) { }
    public override void Shout()
    {
        base.Shout();
        Debug.Log("吱吱吱");
    }
}

public class Dog : NewAnimal
{
    public Dog(string name) : base(name) { }
    public override void Shout()
    {
        base.Shout();
        Debug.Log("汪汪汪");
    }
}

#endregion
 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SRPConsole : MonoBehaviour {

    #region Old
    // Use this for initialization
    void OldStart () {
        Animal bird=new Animal("鸟");
        bird.Shout();//吱吱吱
        Animal cat = new Animal("猫");
        cat.Shout();
    }
    #endregion

    #region New
    void Start()
    {
        Cat cat = new Cat("mimi");
        cat.Shout();
        Dog dog = new Dog("旺财");
        dog.Shout();

    }
    #endregion

}
 

 子类必须有自己的行为和特征

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#region Old
public class GameRole : MonoBehaviour {
    public string name;
    public GameRole(string name) {
        this.name = name;
    }
    public void Talk(GameRole otherGameRole) {
        Debug.Log(name+"正在和"+otherGameRole+"进行谈话。。。");
    }
    public virtual void Attack(GameRole otherGameRole) {
        Debug.Log(name+"正在攻击"+otherGameRole);
    }    
}
public class Hero : GameRole
{
    public Hero(string name) : base(name)
    {
    }
}


public class NPC : GameRole
{
    public NPC(string name) : base(name)
    {
    }
    public override void Attack(GameRole otherGameRole) {
        Debug.Log("当前角色不能攻击。。");
        throw new System.Exception();
    }
}
#endregion
#region New
public class NewGameRole {
    public string name;
    public NewGameRole(string name)
    {
        this.name = name;
    }
    public void Talk(NewGameRole otherGameRole)
    {
        Debug.Log(name + "正在和" + otherGameRole + "进行谈话。。。");
    }
}
public class CanAttackGameRole : NewGameRole
{
    public CanAttackGameRole(string name) : base(name)
    {
    }
    public void Attack(NewGameRole otherGameRole)
    {
        Debug.Log(name + "正在攻击" + otherGameRole);
    }
    public NewGameRole otherGameRole;
    public void BuyEquip() { }


}

public class NewNPC : NewGameRole
{
    public NewNPC(string name) : base(name)
    {
    }
}

#endregion
 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LSPConsole : MonoBehaviour {
    #region old
    private void Awake()
    {
        Hero angel = new Hero("Angle");
        NPC shopNPC = new NPC("ShopNPC");
        //shopNPC.Attack(angel);
        GameRoleAttack(shopNPC); //问此时会不会抛出异常?
        //向上转型
        //GameRole gameRole = shopNPC;
    }
    public void GameRoleAttack(GameRole gameRole) {
        //调用的是父类
        gameRole.Attack(new GameRole("机器人"));
    }
    #endregion
    #region New
    //private void Start()
    //{
    //    NewNPC shopNPC = new NewNPC("ShopNPC");
        
    //    CanAttackGameRole hero = new CanAttackGameRole("德玛西亚");
    //    shopNPC.Talk(hero);
    //    hero.otherGameRole = shopNPC;
    //    hero.Attack(hero);
    //}
    #endregion
}
 

 一个类只与尽量少的类有联系

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#region Old
//School依赖Class和Student
public class School{
    List<Class> classes;
    public string name;
    public School(string name, List<Class> classes) {
        this.name = name;
        this.classes=classes;
    }
    public void Show() {
        Debug.Log("我们学校是:"+name);
        Debug.Log("我们的班级有:");
        for (int i=0;i<classes.Count;i++) {
            //获取当前班级
            Class @class = classes[i];
            Debug.Log(@class.name);
            Debug.Log("该班学生有:");
            for (int j = 0; j < @class.students.Count; j++) {
                //获取当前学术
                Student @student = classes[i].students[j];
                Debug.Log(@student.studentName);
            }
        }
    }
}

public class Class {
    public List<Student> students;
    public string name;
    public Class(string name, List<Student> students)
    {
        this.name = name;
        this.students = new List<Student>();
    }
    public void Show()
    {
        //Debug.Log("我们班级是:" + name);
    }
}

public class Student {
    public string studentName;
    public Student(string name)
    {
        this.studentName = name;
    }
    public void Show()
    {
        //Debug.Log("我们是:" + studentName);
    }
}
#endregion

#region New
//NewSchool只依赖与Class
public class NewSchool {
    List<NewClass> newClasses;
    public string name;
    public NewSchool(string name, List<NewClass> newClasses) {
        this.name = name;
        this.newClasses = newClasses;
    }
    public void Show() {
        Debug.Log("我们学校是:" + name);
        for (int i = 0; i < newClasses.Count; i++) {
            //班级介绍
            newClasses[i].Show();
        }
    }
}

public class NewClass {
    public string name;
    List<NewStudent> newStudents;
    public NewClass(string name, List<NewStudent> newStudents)
    {
        this.name = name;
        this.newStudents=newStudents;
    }
    public void Show() {
        Debug.Log("我们班级是:" + name);
        for (int i=0;i<newStudents.Count;i++) {
            newStudents[i].Show();
        }
    }
}
public class NewStudent {
    public string name;
    public string hobby; 
    public NewStudent(string name,string hobby)
    {
        this.name = name;
        this.hobby = hobby;
    }
    public void Show() {
        Debug.Log("我们是:" + name);
        Debug.Log("我的爱好是:" + hobby);
    }
}

#endregion

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LKPConsole : MonoBehaviour {   
    private void Start()
    {
        #region Old

        School school = new School("一高",
            new System.Collections.Generic.List<Class>() {
            new Class("三年一班",
                new System.Collections.Generic.List<Student>() {
                    new Student("一班小王"), new Student("一班小李") }),
            new Class("三年二班",
                new System.Collections.Generic.List<Student>() {
                    new Student("二班小吴"), new Student("一班小可")})
            }
            );
        school.Show();
    }

    #endregion

}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


/// <summary>
/// 遵循依赖倒置原则,全部都依赖于抽象
/// </summary>
namespace DIP {
    public abstract class PhoneUser {
        public string name;
        public PhoneUser(string name) {
            this.name = name;
        }
        /// <summary>
        /// 抽象方法
        /// </summary>
        public abstract void PlayPhone(Phone phone);
    }

    public abstract class Phone {
        public string name;
        public string owner;
        public Phone(string name,string owner)
        {
            this.name = name;
            this.owner = owner;
        }
        public abstract void Call(Phone other);
        public abstract void Message(Phone other);
        public abstract void PlayGame();
        public abstract void EnjoyMusic();
    }

    public class Student : PhoneUser
    {
        public Student(string name) : base(name)
        {
        }

        public override void PlayPhone(Phone phone)
        {
            Debug.Log("学生"+name+"正在玩手机-->"+phone.name);
            phone.PlayGame();
        }
    }

    public class Programmer : PhoneUser
    {
        public Programmer(string name) : base(name)
        {
        }

        public override void PlayPhone(Phone phone)
        {
            Debug.Log("程序员" + name + "正在玩手机-->" + phone.name);
            phone.PlayGame();
        }
    }


    public class Iphone : Phone
    {
        public Iphone(string name, string owner) : base(name, owner)
        {
        }

        public override void Call(Phone other)
        {
            Debug.Log("正在使用iPhone打电话给"+other.owner);
        }

        public override void EnjoyMusic()
        {
            Debug.Log("正在使用iPhone听音乐");
        }

        public override void Message(Phone other)
        {
            Debug.Log("正在使用iPhone发短信给" + other.owner);
        }

        public override void PlayGame()
        {
            Debug.Log("正在使用iPhone玩游戏");
        }
    }


    public class HuaWeiPhone : Phone
    {
        public HuaWeiPhone(string name, string owner) : base(name, owner)
        {
        }

        public override void Call(Phone other)
        {
            Debug.Log("正在使用HuaWeiPhone打电话给" + other.owner);
        }

        public override void EnjoyMusic()
        {
            Debug.Log("正在使用HuaWeiPhone听音乐");
        }

        public override void Message(Phone other)
        {
            Debug.Log("正在使用HuaWeiPhone发短信给" + other.owner);
        }

        public override void PlayGame()
        {
            Debug.Log("正在使用HuaWeiPhone玩游戏");
        }
    }
}
 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DIP;
public class DIPConsole : MonoBehaviour {

    #region use DIP
    private void Start()
    {

        //手机用户
        //PhoneUser phoneUser;
        //Phone iphone;
        //Phone miPhone;
        //Phone huaweiPhone;
        Phone myiPhone =new Iphone("xiaohong的iPhone","xiaohong");
        Phone myHuaWeiPhone = new HuaWeiPhone("xiaomei的HuaWeiPhone", "xiaomei");
        PhoneUser phoneUser = new DIP.Student("xiaoming");
        UserPlayPhone(phoneUser,myiPhone);      
    }
    #endregion

    #region DIP Extend Method
    /// <summary>
    /// 用户使用手机
    /// </summary>
    /// <param name="phoneUser"></param>
    /// <param name="phone"></param>
    public void UserPlayPhone(PhoneUser phoneUser,Phone phone) {
        phoneUser.PlayPhone(phone);
    }
    #endregion 
}
 

维护性好


点击全文阅读


本文链接:http://zhangshiyu.com/post/36654.html

班级  吱吱  依赖  
<< 上一篇 下一篇 >>

  • 评论(0)
  • 赞助本站

◎欢迎参与讨论,请在这里发表您的看法、交流您的观点。

关于我们 | 我要投稿 | 免责申明

Copyright © 2020-2022 ZhangShiYu.com Rights Reserved.豫ICP备2022013469号-1