概述
组合模式也是一种结构类型的设计模式,组合模式是树型的结构,通过部分来构成个整体,实现逻辑的解耦,各个节点是可以相互独立的,满足开闭原则,用户修改只需要修改单个对象就行,提高了代码的可维护性。实现逻辑和树一下,有一个根节点,根节点下不断地扩展新的叶子节点,实现对应的逻辑。举例如下
组合模式
例子:模拟Unity的组件功能
Unity的组件是依托于游戏物体的,一个游戏物体中可以有多个组件,一个游戏物体也可以有子物体,满足树结构。
internal class Program
{
private static void Main(string[] args)
{
//创建玩家游戏物体,添加对应的组件
IComponent Transfrom = new Component("Transform");
IComponent AudioSorce = new Component("AudioSource");
IComponent BoxCollider = new Component("BoxCollider");
GameObject Player = new GameObject("Player");
Player.Add(Transfrom);
Player.Add(AudioSorce);
Player.Add(BoxCollider);
//创建NPC物体,添加对应的组件
IComponent _Transfrom = new Component("Transform");
IComponent _AudioSorce = new Component("AudioSource");
IComponent _BoxCollider = new Component("BoxCollider");
IComponent _Animation = new Component("Animation");
GameObject NPC = new GameObject("NPC");
NPC.Add(_Transfrom);
NPC.Add(_AudioSorce);
NPC.Add(_AudioSorce);
NPC.Add(_Animation);
//创建游戏物体根节点
var GameObjectRoot = new GameObject("ROOT");
GameObjectRoot.Add(Player);
GameObjectRoot.Add(NPC);
GameObjectRoot.Show(0);
}
public interface IComponent//组件接口
{
void Show(int depth);
}
public class Component : IComponent//组件类
{
private string _name;
public Component(string name)
{
_name = name;
}
public void Show(int depth)
{
Console.WriteLine(new string(' ', depth) + "组件:" + _name);
}
}
public class GameObject : IComponent//游戏物体
{
private string _name;
private List<IComponent> _children = new List<IComponent>();
public GameObject(string name)
{
_name = name;
}
public void Add(IComponent component)
{
_children.Add(component);
}
public void Remove(IComponent component)
{
_children.Remove(component);
}
public void Show(int depth)
{
Console.WriteLine(new string(' ', depth) + "游戏物体:" + _name);
foreach (var child in _children)
{
child.Show(depth + 2);
}
}
}
}
输出结果:
游戏物体:ROOT
游戏物体:Player
组件:Transform
组件:AudioSource
组件:BoxCollider
游戏物体:NPC
组件:Transform
组件:AudioSource
组件:AudioSource
组件:Animation