观察者模式描述了一夫多妻的关系,多个妻子(观察者)同时监视一个丈夫(被观察者),丈夫有什么小动作,妻子会收到通知或者采取一些行动。
首先需要定义一个丈夫类,该类包含了结婚了离婚的操作(添加和删除观察者),以及妻子将会采取事件的回调
Unity的委托和事件大大简化了该模式的实现,否则我们需要在丈夫类申请一个妻子容器,在Notify()中还要foreach所有妻子对象
public class Subject
{
public delegate void NotifyEvent(object sender);
public NotifyEvent NotifyCallBack;
public string Sb { get; set; }
public string Sth { get; set; }
public Subject(string sb, string sth)
{
this.Sb = sb;
this.Sth = sth;
}
public void AddObserver(Observer ob)
{
NotifyCallBack += ob.ReceiveAndPrint;
}
public void RemoveObserver(Observer ob)
{
NotifyCallBack -= ob.ReceiveAndPrint;
}
public void Notify()
{
if (NotifyCallBack != null)
{
NotifyCallBack(this);
}
}
}
然后需要定义一个妻子类,该类主要包含妻子具体会采取的行为(此处仅仅打印了接受到的通知)
public class Observer
{
public string Name;
public Observer(string name)
{
Name = name;
}
public void ReceiveAndPrint(object obj)
{
Subject subject = obj as Subject;
if (subject != null)
{
Debug.Log(string.Format("喂!--{0}---{1}---{2},快回去收拾他", Name, subject.Sb, subject.Sth));
}
}
}
最后测试代码如下,丈夫有两个妻子Jack和Tom,丈夫出轨了,Tom和Jack都会收到通知
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour
{
void Start()
{
Subject Husband = new Subject("你丈夫", "出轨了");
Observer Jack = new Observer("Jack");
Observer Tom = new Observer("Tom");
//添加观察者
Husband.AddObserver(Jack);
Husband.AddObserver(Tom);
Husband.Notify();
//移除某个观察者
Husband.RemoveObserver(Tom);
Husband.Notify();
}
}
这是最简单的观察者模式,如果需要不同的妻子采取不同的行为,则需要新增一个妻子的接口
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour
{
void Start()
{
Subject Husband = new Subject("你丈夫", "出轨了");
Observer Jack = new Observer("Jack");
Observer1 Tom = new Observer1("Tom");
//添加观察者
Husband.AddObserver(Jack);
Husband.AddObserver(Tom);
Husband.Notify();
//移除某个观察者
Husband.RemoveObserver(Tom);
Husband.Notify();
}
}
// 抽象主体基类(被观察者)
public class Subject
{
public delegate void NotifyEvent(object sender);
public NotifyEvent NotifyCallBack;
public string Sb;
public string Sth;
public Subject(string sb, string sth)
{
Sb = sb;
Sth = sth;
}
public void AddObserver(IObserver ob)
{
NotifyCallBack += ob.ReceiveAndPrint;
}
public void RemoveObserver(IObserver ob)
{
NotifyCallBack -= ob.ReceiveAndPrint;
}
public void Notify()
{
if (NotifyCallBack != null)
{
NotifyCallBack(this);
}
}
}
public interface IObserver {
void ReceiveAndPrint(object obj);
}
// 具体观察者类
public class Observer:IObserver
{
public string Name;
public Observer(string name)
{
Name = name;
}
public void ReceiveAndPrint(object obj)
{
Subject subject = obj as Subject;
if (subject != null)
{
Debug.Log(string.Format("喂!--{0}---{1}---{2},快回去收拾他", Name, subject.Sb, subject.Sth));
//do sthing
}
}
}
public class Observer1 : IObserver
{
public string Name;
public Observer1(string name)
{
Name = name;
}
public void ReceiveAndPrint(object obj)
{
Subject subject = obj as Subject;
if (subject != null)
{
Debug.Log(string.Format("喂!--{0}---{1}---{2},快回去收拾他", Name, subject.Sb, subject.Sth));
//do sthing
}
}
}