介绍
- 状态模式(State Pattern):它主要用来解决对象在多种状态转换时,需要对外输出行为的问题。状态和行为是一一对应的,状态之间可以互相转换
- 当一个对象的内在状态改变时,允许改变其行为,这个对象看起来时改变了其类
原理
- Context类为环境角色,用于维护State实例,这个实例定义当前状态
- State为抽象状态角色,定义一个接口封装与Context的一个特点接口享元行为
- ConcreteState是具体的状态角色,每个子类实现一个与Context的uohe状态相关行为
RaffleActivity activity = new RaffleActivity(1);
for (int i = 0; i < 30; i++) {
System.out.println("--------第" + (i + 1) + "次抽奖----------");
activity.debuctMoney();
activity.raffle();
}
public class RaffleActivity {
State state = null;
int count = 0;
State noRafflleState = new NoRaffleState(this);
State canRaffleState = new CanRaffleState(this);
State dispenseState = new DispenseState(this);
State dispensOutState = new DispenseOutState(this);
public RaffleActivity( int count) {
this.state = getNoRafflleState();
this.count = count;
}
public void debuctMoney(){
state.deductMoney();
}
public void raffle(){
if(state.raffle()){
state.dispensePrize();
}
}
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
}
public int getCount() {
int curCount = count;
count--;
return curCount;
}
public void setCount(int count) {
this.count = count;
}
public State getNoRafflleState() {
return noRafflleState;
}
public void setNoRafflleState(State noRafflleState) {
this.noRafflleState = noRafflleState;
}
public State getCanRaffleState() {
return canRaffleState;
}
public void setCanRaffleState(State canRaffleState) {
this.canRaffleState = canRaffleState;
}
public State getDispenseState() {
return dispenseState;
}
public void setDispenseState(State dispenseState) {
this.dispenseState = dispenseState;
}
public State getDispensOutState() {
return dispensOutState;
}
public void setDispensOutState(State dispensOutState) {
this.dispensOutState = dispensOutState;
}
}
public abstract class State {
public abstract void deductMoney();
public abstract boolean raffle();
public abstract void dispensePrize();
}
public class CanRaffleState extends State {
RaffleActivity activity;
public CanRaffleState(RaffleActivity activity) {
this.activity = activity;
}
@Override
public void deductMoney() {
System.out.println("已经扣取过了积分");
}
@Override
public boolean raffle() {
System.out.println("正在抽奖,请稍等!");
Random r = new Random();
int num = r.nextInt(10);
if(num == 0){
activity.setState(activity.getDispenseState());
return true;
}else{
System.out.println("很遗憾没有抽中奖品!");
activity.setState(activity.getNoRafflleState());
return false;
}
}
@Override
public void dispensePrize() {
System.out.println("没中奖,不能发放奖品");
}
}
public class DispenseState extends State {
RaffleActivity activity;
public DispenseState(RaffleActivity activity) {
this.activity = activity;
}
@Override
public void deductMoney() {
System.out.println("不能扣除积分");
}
@Override
public boolean raffle() {
System.out.println("不能抽奖");
return false;
}
@Override
public void dispensePrize() {
if(activity.getCount() > 0){
System.out.println("恭喜中奖了");
activity.setState(activity.getNoRafflleState());
}else{
System.out.println("很遗憾,奖品发送完了");
activity.setState(activity.getDispensOutState());
}
}
}
public class DispenseOutState extends State {
RaffleActivity activity;
public DispenseOutState(RaffleActivity activity) {
this.activity = activity;
}
@Override
public void deductMoney() {
System.out.println("奖品发送完了,请下次再参加");
}
@Override
public boolean raffle() {
System.out.println("奖品发送完了,请下次再参加");
return false;
}
@Override
public void dispensePrize() {
System.out.println("奖品发送完了,请下次再参加");
}
}
public class NoRaffleState extends State {
RaffleActivity activity;
public NoRaffleState(RaffleActivity activity) {
this.activity = activity;
}
@Override
public void deductMoney() {
System.out.println("扣除50积分成功,您可以抽奖了");
activity.setState(activity.getCanRaffleState());
}
@Override
public boolean raffle() {
System.out.println("扣了积分才能抽奖喔!");
return false;
}
@Override
public void dispensePrize() {
System.out.println("不能发放奖品");
}
}
注意事项及细节
- 代码有很强的可读性。状态模式将每个状态的行为封装到对应的一个类中
- 方便维护。将容易产生问题的if-else语句删除了,如果把每个状态的行为都放到一个类中,每次调试方法时都要判断当前是说明状态,不但会产生出很多的if-else语句,而且容易出错
- 符合”开闭原则“。容易增删状态
- 会产生很多类。每个状态都要一个对应的类,当状态过多时会产生很多类,加大维护难度
- 应用场景:当一个事件或者对象有很多种状态,状态之间会互相转换,对不同的状态要求有不同的行为的时候,可以考虑使用状态模式