责任链模式(Chain of Responsibility Pattern)
一、概述
摘录
Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
使多个对象都有机会处理请求,从而避免了请求的发送者和接受者之间的耦合关系。将这些对象连成一条链,并沿着这条链传递该请求,直到有对象处理它为止。
提示:以下是本篇文章正文内容,下面案例可供参考
Handle
抽象处理者类:实现两个功能,一是定义处理请求的接口方法,二是
实现哪条后继链条
ConcreteHandle
具体处理者:继承上面的类
- 处理它负责的请求
- 可以访问它的继承者
- 如果ConcreteHandler可以处理请求,它就会处理;否则,它将请求转发给后继者
二、代码实现
代码如下(示例):
using UnityEngine;
using System.Collections;
public class ChainOfResponsibilityStructure : MonoBehaviour
{
void Start()
{
// Setup Chain of Responsibility
Handler h1 = new ConcreteHandler1();
Handler h2 = new ConcreteHandler2();
Handler h3 = new ConcreteHandler3();
h1.SetSuccessor(h2);
h2.SetSuccessor(h3);
// Generate and process request
int[] requests = { 2, 5, 14, 22, 18, 3, 27, 20 };
foreach (int request in requests)
{
h1.HandleRequest(request);
}
}
}
/// <summary>
/// The 'Handler' abstract class
/// </summary>
abstract class Handler
{
protected Handler successor;
public void SetSuccessor(Handler successor)
{
this.successor = successor;
}
public abstract void HandleRequest(int request);
}
/// <summary>
/// The 'ConcreteHandler1' class
/// </summary>
class ConcreteHandler1 : Handler
{
public override void HandleRequest(int request)
{
if (request >= 0 && request < 10)
{
Debug.Log(this.GetType().Name + " handled request " + request);
}
else if (successor != null)
{
successor.HandleRequest(request);
}
}
}
/// <summary>
/// The 'ConcreteHandler2' class
/// </summary>
class ConcreteHandler2 : Handler
{
public override void HandleRequest(int request)
{
if (request >= 10 && request < 20)
{
Debug.Log(this.GetType().Name + " handled request " + request);
}
else if (successor != null)
{
successor.HandleRequest(request);
}
}
}
/// <summary>
/// The 'ConcreteHandler3' class
/// </summary>
class ConcreteHandler3 : Handler
{
public override void HandleRequest(int request)
{
if (request >= 20 && request < 30)
{
Debug.Log(this.GetType().Name+" handled request "+request);
}
else if (successor != null)
{
successor.HandleRequest(request);
}
}
}
三、应用场景
- 类比 if-else 的实现耦合度会降低,符合开闭原则。
- 在游戏开发中可以用于关卡跳转。