Mediator中介者(二)_C#

既然了解了中介者的原理和结构,很自然就能想到游戏里的一些东西,比如说拍卖行,玩家不需要知道对方信息,就能进行买卖


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

namespace MediatorExample2
{

    public class MediatorExample2 : MonoBehaviour
    {
	    void Start ( )
	    {
            //拍卖行
            CardMediator cardPool = new CardMediator();


            AfricaFriend player1 = new AfricaFriend(cardPool);
            whiteFace player2 = new whiteFace(cardPool);

            cardPool.AddColleague(player1);
            cardPool.AddColleague(player2);


            player1.sale(Card.R, 100);
            player1.sale(Card.SR, 50);

            player2.buy(Card.R, 100);
            player2.sale(Card.R, 10);

            player1.buy(Card.R, 10);
            player1.buy(Card.R, 50);

            cardPool.PrintCardOfferings();
        }


    }

 //三种卡片
    public enum Card
    {
        R,
        SR,
        SSR
    };

    /// <summary>
    /// 卡片信息
    /// </summary>
    public class CardOffer
    {
        public int CardShares { get; private set; }
        public Card Card { get; private set; }
        public int colleagueID { get; private set; }

        public CardOffer(int numOfShares, Card Card, int collID)
        {
            this.CardShares = numOfShares;
            this.Card = Card;
            this.colleagueID = collID;
        }
    }


    public abstract class Colleague
    {
        private Mediator mediator;
        private int colleagueID;//玩家ID

        public int ColleagueID
        {
            get
            {
                return colleagueID;
            }

            set
            {
                colleagueID = value;
            }
        }

        public Colleague(Mediator mediator)
        {
            this.mediator = mediator;
        }
        //玩家的两种行为卖和买
        public void sale(Card Card, int shares)
        {
            mediator.sale(Card, shares, this.ColleagueID);
        }

        public void buy(Card Card, int shares)
        {
            mediator.buy(Card, shares, this.ColleagueID);
        }
    }

    /// <summary>
    /// 非洲人
    /// </summary>
    public class AfricaFriend : Colleague
    {
        //使用传递的参数调用基类
        public AfricaFriend(Mediator mediator) : base(mediator)
        {
            
        }
    }
    /// <summary>
    /// 欧皇
    /// </summary>
    public class whiteFace : Colleague
    {
        public whiteFace(Mediator mediator) : base(mediator)
        {
            
        }
    }





    /// <summary>
    /// 中介者基类
    /// </summary>
    public interface Mediator
    {
        void AddColleague(Colleague colleague);
        void sale(Card Card, int shares, int ID);
        void buy(Card Card, int shares, int ID);
    }


    public class CardMediator : Mediator
    {
        private List<Colleague> colleagues;//玩家列表
        private List<CardOffer> buys;//收购处
        private List<CardOffer> sellOffers;//寄售处

        private int colleagueIDs = 0;//玩家ID

        public CardMediator()
        {
            colleagues = new List<Colleague>();
            buys = new List<CardOffer>();
            sellOffers = new List<CardOffer>();
        }

        /// <summary>
        ///玩家加入
        /// </summary>
        /// <param name="colleague"></param>
        public void AddColleague(Colleague colleague)
        {
            this.colleagues.Add(colleague);
            colleagueIDs += 1;
            colleague.ColleagueID= colleagueIDs;
            Debug.Log("玩家" + colleagueIDs + "进入拍卖行");
        }
        //出售
        public void sale(Card Card, int shares, int ID)
        {
            bool CardSold = false;

            // see if someone is willing to buy:
            for (int i = 0; i < buys.Count; i++)
            {
                CardOffer offer = buys[i];
                //如果有人在收购
                if (offer.Card == Card && offer.CardShares == shares)
                {
                    Debug.Log(shares + " 张" + Card + " 卡卖给了玩家 " + ID);

                    buys.Remove(offer);
                    CardSold = true;
                }

                if (CardSold) break;
            }
            //如果没人收购就加入寄售列表
            if (!CardSold)
            {
                Debug.Log(shares + " 张" + Card + " 卡片加入寄售处");
                CardOffer offer = new CardOffer(shares, Card, ID);
                sellOffers.Add(offer);//挂在寄售处
            }
        }

        public void buy(Card Card, int shares, int ID)
        {
            bool CardBought = false;

            //看是否有人在售卖
            for (int i = 0; i < sellOffers.Count; i++)
            {
                CardOffer offer = sellOffers[i];
                // 卡片和数量是否一致
                if (offer.Card == Card && offer.CardShares == shares)
                {
                    Debug.Log(shares + " 张" + Card + " 卡收购于玩家 " + ID);

                    sellOffers.Remove(offer);
                    CardBought = true;
                }

                if (CardBought) break;
            }
            //如果没有
            if (!CardBought)
            {
                Debug.Log(shares + " 张" + Card + " 卡加入收购处");
                CardOffer offer = new CardOffer(shares, Card, ID);
                buys.Add(offer);//挂在收购处
            }
        }


        //打出当前挂单
        public void PrintCardOfferings()
        {
            Debug.Log("寄售单数: " + sellOffers.Count);
            foreach (CardOffer offer in sellOffers)
            {
                Debug.Log(offer.Card + " - " + offer.CardShares + " -玩家- " + offer.colleagueID);
            }


            Debug.Log("收购单数: " + buys.Count);
            foreach (CardOffer offer in buys)
            {
                Debug.Log(offer.Card + " - " + offer.CardShares + " - 玩家-" + offer.colleagueID);
            }
        }
    }

}

 

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