Unity中使用设计模式之观察者模式

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  
        }
    }
}


 

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