state状态模式_C#


using UnityEngine;
using System.Collections;

namespace StateStructure
{

    public class StateStructure : MonoBehaviour
    {
	    void Start ( )
        {
            // 设置初始状态
            Context c = new Context(new ConcreteStateA());

            // 切换状态
            c.Request();
            c.Request();
            c.Request();
            c.Request();
        }
    }

    /// <summary>
    /// The 'State' abstract class
    /// </summary>
    abstract class State
    {
        public abstract void Handle(Context context);
    }

    /// <summary>
    /// A 'ConcreteState' class
    /// </summary>
    class ConcreteStateA : State
    {
        public override void Handle(Context context)
        {
            context.State = new ConcreteStateB();
        }
    }

    /// <summary>
    /// A 'ConcreteState' class
    /// </summary>
    class ConcreteStateB : State
    {
        public override void Handle(Context context)
        {
            context.State = new ConcreteStateA();
        }
    }

    /// <summary>
    /// The 'Context' class
    /// </summary>
    class Context
    {
        private State _state;

        // Constructor
        public Context(State state)
        {
            this.State = state;
        }

        // Gets or sets the state
        public State State
        {
            get { return _state; }
            set
            {
                _state = value;
              Debug.Log("State: " +_state.GetType().Name);
            }
        }

        public void Request()
        {
            _state.Handle(this);
        }
    }

}

 

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