C#中的Builder模式

其实就是需要什么创建什么,把需要的东西组装起来,接下类是实例

比如创建一个人物模型,在游戏开发中人物可以进行组装。

创建一个人物基类

//人物基类
public class RoleBase
{
    在unity中都是以object表示
    public Object Head { get; set; }
    public Object Arm { get; set; } 
    public Object Body { get; set; }
    public Object Foot { get; set; } 
}

再创建一个Builder抽象类

//抽象类
public abstract class RoleBuilder
{
    public abstract void CreateHead();
    public abstract void CreateArm();
    public abstract void CreateBody();
    public abstract void CreateFoot(); 

    public abstract RoleBase GetRole();
}

接下类抽象类的实现

//具体实现
public class ConcreateBuilder : RoleBuilder
{
    private RoleBase _role;
    public RoleBase Role
    {
        get
        {
            if(_role == null)
            {
                _role = new RoleBase();
            }

            return _role;
        }

    }


    public override void CreateArm()
    {
        Object Arm = new Object();
        Role.Arm = Arm;
    }

    public override void CreateBody()
    {
        Object Body = new Object();
        Role.Body = Body;
    }

    public override void CreateFoot()
    {
        Object Foot = new Object();
        Role.Foot = Foot;
    }

    public override void CreateHead()
    {
        Object Head = new Object();
        Role.Head = Head;
    }

    //获得这个Role,以上则是需要组装的零件
    public override RoleBase GetRole()
    {
        return Role;
    }
}

//接下是调用builder类

//导演类1
public class Director
{
    private RoleBuilder concreatebuilder;

    //初始化的时候赋值
    public Director(RoleBuilder builder)
    {
        concreatebuilder = builder;
    }

    //创建的方法
    public void construct()
    {
        concreatebuilder.CreateArm();
        concreatebuilder.CreateBody();
    }


}

接下来就是组装完成

    //先初始化builder
    RoleBuilder builder = new ConcreateBuilder();
    //传进去
    Director dir = new Director(builder);
    //调用组装方法
    dir.construct();

    //通过builder里面的builder.GetRole()方法得到最终的角色
    RoleBase productor = builder.GetRole();

最终全部代码,在实际游戏开中用的还是比较多的,如果要用的话,还需按实际情况做更改。


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Builder : MonoBehaviour {

    private void Start()
    {
        RoleBuilder builder = new ConcreateBuilder();
        Director dir = new Director(builder);
        dir.construct();

        //得到最终的角色
        RoleBase productor = builder.GetRole();
    }
}


//人物基类
public class RoleBase
{
    public Object Head { get; set; }

    public Object Arm { get; set; } 
    public Object Body { get; set; }
    public Object Foot { get; set; } 
}

//抽象类
public abstract class RoleBuilder
{
    public abstract void CreateHead();
    public abstract void CreateArm();
    public abstract void CreateBody();
    public abstract void CreateFoot(); 

    public abstract RoleBase GetRole();
}


//具体实现
public class ConcreateBuilder : RoleBuilder
{
    private RoleBase _role;
    public RoleBase Role
    {
        get
        {
            if(_role == null)
            {
                _role = new RoleBase();
            }

            return _role;
        }

    }


    public override void CreateArm()
    {
        Object Arm = new Object();
        Role.Arm = Arm;
    }

    public override void CreateBody()
    {
        Object Body = new Object();
        Role.Body = Body;
    }

    public override void CreateFoot()
    {
        Object Foot = new Object();
        Role.Foot = Foot;
    }

    public override void CreateHead()
    {
        Object Head = new Object();
        Role.Head = Head;
    }

    public override RoleBase GetRole()
    {
        return Role;
    }
}


//导演类
public class Director
{
    private RoleBuilder concreatebuilder;

    public Director(RoleBuilder builder)
    {
        concreatebuilder = builder;
    }

    //创建的方法
    public void construct()
    {
        concreatebuilder.CreateArm();
        concreatebuilder.CreateBody();
    }


}
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