【设计模式】使用unity实现建造者模式(Builder mode)

阅读《大话设计模式》后,自己根据unity的特性写的一个简单demo,如有不妥之处,欢迎评论纠正....


首先贴上书中关于建造者模式的代码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace 建造者模式
{
    public class Product
    {
        IList<string> parts = new List<string>();

        public void Add(string part)
        {
            parts.Add(part);
        }

        public void Show()
        {
            Console.WriteLine("\n产品 创建--------");
            foreach (string  part in parts)
            {
                Console.WriteLine(part);
            }
        }
    }

    public abstract class Builder
    {
        public abstract void BuildPartA();
        public abstract void BuildPartB();
        public abstract Product GetResult();
    }

    public class ConcreteBuilder1 : Builder
    {
        private Product product = new Product();

        public override void BuildPartA()
        {
            product.Add("部件A");
        }

        public override void BuildPartB()
        {
            product.Add("部件B");
        }

        public override Product GetResult()
        {
            return product;
        }
    }

    public class ConcreteBuilder2 : Builder
    {
        private Product product = new Product();

        public override void BuildPartA()
        {
            product.Add("部件X");
        }

        public override void BuildPartB()
        {
            product.Add("部件Y");
        }

        public override Product GetResult()
        {
            return product;
        }
    }

    public class Director
    {
        public void Construct(Builder builder)
        {
            builder.BuildPartA();
            builder.BuildPartB();
        }
    }
}


客户端:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace 建造者模式
{
    class Program
    {
        static void Main(string[] args)
        {
            Director director = new Director();
            Builder b1 = new ConcreteBuilder1();
            Builder b2 = new ConcreteBuilder2();

            director.Construct(b1);
            Product p1 = b1.GetResult();
            p1.Show();

            director.Construct(b2);
            Product p2 = b2.GetResult();
            p2.Show();

            Console.ReadKey();
        }
    }
}


然后下面是我写的使用unity实现建造者模式(builder mode)的unity代码:


using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class UIView
{
    protected Text mText;
    protected Text mBtnText;
    protected Image mImage;

    public void Init(Transform transform)
    {
        mText = Instantiate(transform, "UIView/MyText").GetComponent<Text>();
        Button button = Instantiate(transform, "UIView/Button").GetComponent<Button>();
        mBtnText = transform.Find("Button(Clone)/Text").GetComponent<Text>();
        mImage = Instantiate(transform, "UIView/Image").GetComponent<Image>();
    }

    protected GameObject Load(string path)
    {
        return Resources.Load<GameObject>(path);
    }

    protected GameObject Instantiate(Transform parent, string path)
    {
        GameObject go = GameObject.Instantiate(Load(path));
        go.transform.SetParent(parent, false);
        //go.transform.localScale = Vector3.one;
        //go.transform.position = Vector3.zero;
        return go;
    }

}

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public abstract class Builder : UIView
{
    public  abstract void BuilderMethodA();
   // protected abstract void BuilderMethodB();
    public abstract Product GetResult();
}

public class Product
{
    List<UIView> parts = new List<UIView>();

    public void Add(UIView go)
    {
        if (go is ConcreteBuilder1)
            parts.Add(go as ConcreteBuilder1);
        if (go is ConcreteBuilder2)
            parts.Add(go as ConcreteBuilder2);
    }

    public void Show()
    {
        foreach (UIView go in parts)
        {
            if(go is ConcreteBuilder1)
            {
                ConcreteBuilder1 b1 = go as ConcreteBuilder1;
                b1.BuilderMethodA();
            }
            if(go is ConcreteBuilder2)
            {
                (go as ConcreteBuilder2).BuilderMethodA();
            }
        }
    }
}

public class Director
{
    public void Construct(Builder builder)
    {
        builder.BuilderMethodA();
    }
}


using UnityEngine;
using System.Collections;

public class ConcreteBuilder1 : Builder
{
    private Product product = new Product();
    public override void BuilderMethodA()
    {
        mText.text = "建造者A";
        mBtnText.text = "建造者A按钮";
        mImage.color = Color.red;
    }

    public override Product GetResult()
    {
        return product;
    }
}

public class ConcreteBuilder2 : Builder
{
    private Product product = new Product();
    public override void BuilderMethodA()
    {
        mText.text = "建造者B";
        mBtnText.text = "建造者B按钮";
        mImage.color = Color.green;
    }

    public override Product GetResult()
    {
        return product;
    }
}



Test.cs

using UnityEngine;
using System.Collections;

public class Test : MonoBehaviour {

    void OnGUI()
    {
        if(GUI.Button(new Rect(100, 100, 120, 50), "按钮1"))
        {
            Director director = new Director();
            Builder b1 = new ConcreteBuilder1();

            b1.Init(this.transform);

            director.Construct(b1);
            Product p1 = b1.GetResult();
            p1.Show();
        }

        if (GUI.Button(new Rect(100, 200, 120, 50), "按钮2"))
        {
            
            Director director = new Director();
            Builder b2 = new ConcreteBuilder2();

            b2.Init(this.transform);

            director.Construct(b2);
            Product p2 = b2.GetResult();
            p2.Show();
        }
    }
}

运行效果图:





写在最后:

由于个人能力,对于实现建造者模式上,存在很大的不足,如果各位看官对此有建议,欢迎评论。在此致谢!!!



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要在Unity使用观察者模式实现成就系统,你可以按照以下步骤进行: 1. 创建观察者接口:首先,创建一个观察者接口,定义观察者的方法。在这个例子中,我们只需要一个 `UpdateAchievement` 方法来更新成就的状态。 ```csharp public interface IAchievementObserver { void UpdateAchievement(Achievement achievement); } ``` 2. 创建成就类:创建一个成就类,用于表示每个成就的信息和状态。成就类应该包含一个观察者列表,以便在成就状态更新时通知观察者。 ```csharp public class Achievement { public string id; public string name; public string description; public bool unlocked; private List<IAchievementObserver> observers = new List<IAchievementObserver>(); public Achievement(string id, string name, string description) { this.id = id; this.name = name; this.description = description; this.unlocked = false; } public void RegisterObserver(IAchievementObserver observer) { observers.Add(observer); } public void UnregisterObserver(IAchievementObserver observer) { observers.Remove(observer); } private void NotifyObservers() { foreach (var observer in observers) { observer.UpdateAchievement(this); } } public void Unlock() { if (!unlocked) { unlocked = true; NotifyObservers(); } } } ``` 3. 创建观察者类:创建一个观察者类,实现 `IAchievementObserver` 接口的 `UpdateAchievement` 方法。这个方法将在成就状态更新时被调用。 ```csharp public class AchievementObserver : MonoBehaviour, IAchievementObserver { public void UpdateAchievement(Achievement achievement) { Debug.Log("Achievement unlocked: " + achievement.name); } } ``` 4. 使用示例:在游戏中使用成就系统,创建 `Achievement` 对象并注册观察者。 ```csharp public class Example : MonoBehaviour { private Achievement achievement; private void Start() { achievement = new Achievement("001", "Collect 10 items", "Collect 10 items in the game"); // 创建观察者对象并注册到成就 AchievementObserver observer = gameObject.AddComponent<AchievementObserver>(); achievement.RegisterObserver(observer); } private void Update() { // 检查条件是否满足解锁成就 if (condition) { achievement.Unlock(); } } } ``` 在这个例子中,我们创建了一个 `Achievement` 对象,并在 `Start` 方法中创建了一个观察者对象 `AchievementObserver`,并将其注册到成就对象中。当成就解锁时,观察者的 `UpdateAchievement` 方法将被调用,以显示解锁的成就。 这样,你就可以使用观察者模式在Unity实现成就系统。请根据你的需求进行适当的修改和扩展。希望对你有所帮助!
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