当游戏中某个需求有很明确的状态划分
使用方法:
Context:状态的拥有者
State: 状态的接口,提供一个Handle方法,用来处理当前状态下的游戏逻辑处理,需要实现类来实现具体逻辑,有多少个状态就有多少个实现类
运用例子:场景切换
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class 状态模式 :MonoBehaviour{
void Start()
{
Context context = new Context();
//默认状态
context.SetSate(new ConcreteSateA(context));
//状态调用
context.Handle(20);
context.Handle(5);
context.Handle(20);
}
}
/// <summary>
/// 状态拥有者
/// </summary>
public class Context
{
private Istate mState;
public void SetSate(Istate State)
{
mState = State;
}
public void Handle(int arges)
{
mState.Handle(arges);
}
}
/// <summary>
/// 状态接口
/// </summary>
public interface Istate
{
void Handle(int arges);
}
/// <summary>
/// 具体状态
/// </summary>
public class ConcreteSateA : Istate
{
private Context mContext;
public ConcreteSateA(Context context)
{
mContext = context;
}
public void Handle(int arges)
{
//状态转换判断
if (arges>10)
{
mContext.SetSate(new ConcreteSateB(mContext));
}
Debug.Log("ConcreteSateA.Handle" + arges);
}
}
/// <summary>
/// 具体状态B
/// </summary>
public class ConcreteSateB : Istate
{
private Context mContext;
public ConcreteSateB(Context context)
{
mContext = context;
}
public void Handle(int arges)
{
//状态转换判断
if (arges <= 10)
{
mContext.SetSate(new ConcreteSateA(mContext));
}
Debug.Log("ConcreteSateB.Handle" + arges);
}
}