S.A*_*hid 0 c# design-patterns unity-game-engine
假设我们有一个玩家控制一个名为 Player1 的角色。为了在运行时启用切换武器,我有以下代码:
public interface IWeapon
{
void Fire();
}
public class Player1Weapon1 : IWeapon
{
...
void Fire()
{
//do actions of Weapon1
}
...
}
public class Player1Weapon2 : IWeapon
{
...
void Fire()
{
//do actions of Weapon2
}
...
}
public class Player1
{
IWeapon weapon;
Player1Weapon1 w1;
Player1Weapon2 w2;
public Player1()
{
w1 = new Player1Weapon1(this);
w2 = new Player1Weapon2(this);
SetWeapon(w1);
}
void Update()
{
if(SWITCH_BTN_HELD)
{
if(weapon.equals(w1)) SetWeapon(w2);
if(weapon.equals(w2)) SetWeapon(w1);
}
if(FIRE_BTN_HELD)
weapon.Fire();
}
void SetWeapon(w)
{
weapon = w;
}
}
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这完美地工作。
但是现在玩家可以选择另一个名为 Player2 的角色。请注意,玩家 2 的武器与玩家 1 不同。所以我们可以像这样添加类:
public class Player2Weapon1 : IWeapon
{
...
void Fire()
{
//do actions of Weapon1
}
...
}
public class Player2Weapon2 : IWeapon
{
...
void Fire()
{
//do actions of Weapon2
}
...
}
public class Player2
{
IWeapon weapon;
Player2Weapon1 w1;
Player2Weapon2 w2;
public Player2()
{
w1 = new Player2Weapon1(this);
w2 =new Player2Weapon2(this);
SetWeapon(w1);
}
void Update()
{
if(SWITCH_BTN_HELD)
{
if(weapon.equals(w1)) SetWeapon(w2);
if(weapon.equals(w2)) SetWeapon(w1);
}
if(FIRE_BTN_HELD)
weapon.Fire();
}
void SetWeapon(w)
{
weapon=w;
}
}
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它会再次工作,但它非常紧张,如果玩家想玩 Player3,我应该在项目中添加更多类。
我想知道如何为 flayers 制作策略模式,如下所示:
interface IPlayer()
{
}
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不知道IPlayer会放哪些方法?如何创建嵌套的策略设计模式?
不确定我是否明白您的要求,或者您不知道如何/问什么。策略模式不是您在这里最需要的。我试着给我的两分钱。
首先,我不认为在你的播放器中有具体的类是一个好主意,比如Player1Weapon. 它应该只包含IWeapons。这样你就不需要专门定义你的玩家使用哪些武器,也不需要为每个变体创建新的玩家类。
考虑以下。你IWeapons在SomeNamespace命名空间中有这些。
public interface IWeapon
{
void Fire();
}
public class Shotgun : IWeapon
{
public void Fire()
{
Console.WriteLine("Shotgun goes boom");
}
}
public class Knife : IWeapon
{
public void Fire()
{
Console.WriteLine("Stabbed teh sucker");
}
}
public class NuclearBomb : IWeapon
{
public void Fire()
{
Console.WriteLine("Game over for everyone!!1");
}
}
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现在您的Player类可能如下所示。只需添加您可能需要的任何抽象级别,在这里我只是假设您没有。
public class Player
{
private IWeapon _wielded;
public Player(string name)
:this(name, null, null)
{}
public Player(string name, IWeapon primary, IWeapon secondary)
{
Name = name;
Primary = _wielded = primary;
Secondary = secondary;
Console.WriteLine(string.Format("Player '{0}' spawned", Name));
}
public void Switch()
{
_wielded = _wielded != Primary ? Primary : Secondary;
}
public void Fire()
{
if (_wielded != null)
_wielded.Fire();
}
public string Name { get; set; }
public IWeapon Primary { get; set; }
public IWeapon Secondary { get; set; }
}
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要创建“任何玩家”,您可以使用一个简单的工厂来“生成”它们,并将所需的属性作为参数。
public class PlayerFactory
{
// key = player name, value = weapons
public Player Create(KeyValuePair<string, string[]> args)
{
var primary = Activator.CreateInstance(Type.GetType(args.Value[0])) as IWeapon;
var secondary = Activator.CreateInstance(Type.GetType(args.Value[1])) as IWeapon;
var player = new Player(args.Key, primary, secondary);
return player;
}
}
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现在如果你运行下面的“初始化”......
// this would come from config file or similar
var config = new List<KeyValuePair<string, string[]>>
{
new KeyValuePair<string,string[]>(
"Player1", new[] { "SomeNamespace.Shotgun", "SomeNamespace.Knife" }),
new KeyValuePair<string,string[]>(
"Player2", new[] { "SomeNamespace.NuclearBomb", "SomeNamespace.Knife" })
};
var factory = new PlayerFactory();
foreach (var entry in config)
{
var player = factory.Create(entry);
player.Fire();
player.Switch();
player.Fire();
}
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...你最终得到以下控制台日志
玩家 'Player1' 产生了
霰弹枪,被
刺伤了吸盘玩家 'Player2'
为每个人生成了游戏!!1
刺伤了傻瓜