《Head First 设计模式》C#版:一、策略模式

策略模式 :定义了算法族,分别封装起来让他们之后互相替换,此模式让算法的变化独立于使用算法的客户。
遵循的原因:
1、针对接口编程而不是针对实现编程
2、多用组合,少用继承。

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

public class Test : MonoBehaviour
{

    // Use this for initialization
    void Start()
    {

        Duck duck = new MallardDuck();
        duck.PerforFly();
        duck.PerforQucak();
        Debug.Log("=================================");
        MallardDuck mallardDuck = new MallardDuck();
        mallardDuck.Display();
        mallardDuck.PerforFly();
        mallardDuck.PerforQucak();
        Debug.Log("=================================");
        Duck modelDuck = new ModelDuck();
        modelDuck.PerforFly();
        modelDuck.PerforQucak();
        modelDuck.SetFlyBehavior(new FlyRocketPowered());
        modelDuck.PerforFly();
        Debug.Log("=================================");
    }


}
public class ModelDuck : Duck{
    public ModelDuck(){
        flyBehavior = new FlyNoWay();
        quackBehavior = new SQuack();
    }
    public void Display(){
        Debug.Log("ModelDuck   Display !");
    }
}

public class MallardDuck : Duck{
    public MallardDuck()
    {
        flyBehavior = new FlyWithWings();
        quackBehavior = new MuteQuack();
    }
    public void Display()
    {
        Debug.Log("MallardDuck   Display !");
    }
}

public abstract class Duck
{
    protected FlyBehavior flyBehavior;
    protected QuackBehavior quackBehavior;

    public Duck()
    {

    }
    public void PerforFly()
    {
        flyBehavior.fly();
    }
    public void PerforQucak()
    {
        quackBehavior.quack();
    }
    public void Swim()
    {
        Debug.Log("Duck   swim !");
    }

    public void SetQuackBehavior(QuackBehavior behavior)
    {
        quackBehavior = behavior;
    }
    public void SetFlyBehavior(FlyBehavior behavior)
    {
        flyBehavior = behavior;
    }

}

public interface FlyBehavior
{
    void fly(); //public ?
}
public interface QuackBehavior
{
    void quack();

}

public class FlyWithWings : FlyBehavior
{
    public void fly()
    {
        Debug.Log("FlyWithWings  fly!");
    }
}

public class FlyNoWay : FlyBehavior
{
    public void fly()
    {
        Debug.Log("FlyNoWay fly!");
    }
}
public class FlyRocketPowered : FlyBehavior
{
    public void fly()
    {
        Debug.Log("FlyRocketPowered fly!");
    }
}
public class MuteQuack : QuackBehavior
{
    public void quack()
    {
        Debug.Log("MuteQuack quack!");
    }
}

public class SQuack : QuackBehavior
{
    public void quack()
    {
        Debug.Log("SQuack quack!");
    }
}



策略模式 国王实例

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

/// <summary>
/// 策略模式   国王实例
/// </summary>
public class StrategyPattern : MonoBehaviour
{

    // Use this for initialization
    void Start()
    {
        Character king = new King();
        king.Fight();

        king.SetWeapon(new KnifeBehavior());
        king.Fight();

        Queen queen = new Queen();
        queen.Play();
        queen.Fight();
        queen.SetWeapon(new AxeBehavior());

    }

}

/// <summary>
/// Character 角色抽象类
/// </summary>
public abstract class Character
{
    protected BehaviorWeapon m_weapon;

    public void Fight()
    {
        m_weapon.UseWeapon();
    }

    public void SetWeapon(BehaviorWeapon weapon)
    {
        m_weapon = weapon;
    }
}

/// <summary>
/// 国王类
/// </summary>
public class King:Character
{
    public King()
    {
        m_weapon = new SwordBehavior();
    }

    public void Play()
    {
        Debug.Log("King: my queen i love you");
    }
}
/// <summary>
/// 王后类
/// </summary>
public class Queen : Character
{
    public Queen()
    {
        m_weapon = new BowAndArrowBehavior();
    }
    public void Play()
    {
        Debug.Log("Queen: my king i love you");
    }
}

/// <summary>
/// 使用武器接口
/// </summary>
public interface BehaviorWeapon
{
    void UseWeapon();
}
/// <summary>
/// 宝剑挥舞
/// </summary>
public class SwordBehavior : BehaviorWeapon
{
    public void UseWeapon()
    {
        Debug.Log(" SwordBehavior  UseWeapon");
    }
}
/// <summary>
/// 匕首刺杀
/// </summary>
public class KnifeBehavior : BehaviorWeapon
{
    public void UseWeapon()
    {
        Debug.Log(" KnifeBehavior  UseWeapon");
    }
}
/// <summary>
/// 弓箭射击
/// </summary>
public class BowAndArrowBehavior : BehaviorWeapon
{
    public void UseWeapon()
    {
        Debug.Log(" BowAndArrowBehavior  UseWeapon");
    }
}
/// <summary>
/// 斧头劈砍
/// </summary>
public class AxeBehavior : BehaviorWeapon
{
    public void UseWeapon()
    {
        Debug.Log(" BowAndArrowBehavior  UseWeapon");
    }
}




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