【设计模式】使用unity实现状态模式(State 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....


首先贴上书中关于状态模式的代码:


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

namespace 状态模式
{
    public abstract class State
    {
        public abstract void Handle(Context context);
    }

    public class ConcreteStateA :State
    {
        public override void Handle(Context context)
        {
            context.State = new ConcreteStateB();
        }
    }

    public class ConcreteStateB : State
    {
        public override void Handle(Context context)
        {
            context.State = new ConcreteStateA();
        }
    }

    public class Context
    {
        private State state;
        public Context(State state)
        {
            this.state = state;
        }

        public State State
        {
            get { return state; }
            set
            {
                state = value;
                Console.WriteLine("当前状态 :" + state.GetType().Name);
            }
        }

        public void Request()
        {
            state.Handle(this);
        }
    }
}
客户端:

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

namespace 状态模式
{
    class Program
    {
        static void Main(string[] args)
        {
            Context c = new Context(new ConcreteStateA());

            c.Request();
            c.Request();
            c.Request();
            c.Request();
            c.Request();


            Console.ReadKey();
        }
    }
}



然后下面是我写的使用unity实现状态模式(State mode)的unity代码


State.cs:

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

    public void Init(Transform transform)
    {
        Button button = transform.Find("Button").GetComponent<Button>();
        button.onClick.AddListener(OnClick);

        mText = transform.Find("Text").GetComponent<Text>();
        mBtnText = transform.Find("Button/Text").GetComponent<Text>();
        mImage = transform.Find("Image").GetComponent<Image>();
    }

    protected virtual void OnClick()
    {

    }

    public virtual void Handle(Context context)
    {

    }
}

public class Context
{
    private State state;
    public Context(State state)
    {
        this.state = state;
    }

    public State State
    {
        get { return state; }
        set
        {
            state = value;
            Debug.Log("当前状态 :" + state.GetType().Name);
        }
    }

    public State  Request()
    {
        state.Handle(this);
        return this.state;
    }
}



using UnityEngine;
using System.Collections;

public class ConcreteStateA : State
{
    private Transform transform;
    public ConcreteStateA(Transform transform)
    {
        Init(transform);
        this.transform = transform;
        SetState();
    }

    public override void Handle(Context context)
    {
        context.State = new ConcreteStateB(transform);
    }

    private void SetState()
    {
        mText.text = "状态A";
        mBtnText.text = "状态A按钮";
        mImage.color = Color.red;
    }

    protected override void OnClick()
    {
        Debug.Log("状态A按钮事件");
    }
}

public class ConcreteStateB : State
{
    private Transform transform;
    public ConcreteStateB (Transform transform)
    {
        Init(transform);
        this.transform = transform;
        SetState();
    }
    public override void Handle(Context context)
    {
        context.State = new ConcreteStateA(transform);
    }

    private void SetState()
    {
        mText.text = "状态B";
        mBtnText.text = "状态B按钮";
        mImage.color = Color.red;
    }

    protected override void OnClick()
    {
        Debug.Log("状态B按钮事件");
    }
}


Test.cs

using UnityEngine;
using System.Collections;

public class Test : MonoBehaviour {

	void OnGUI()
    {
        if(GUI.Button(new Rect(100, 100, 100, 40), "控制状态按钮1"))
        {
            Context c = new Context(new ConcreteStateA(this.transform));

            c.Request();
        }

        if (GUI.Button(new Rect(100, 150, 100, 40), "控制状态按钮2"))
        {
            Context c = new Context(new ConcreteStateA(this.transform));

            c.Request();
            c.Request();
        }
    }
}


运行效果图:





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