### 1. 定义猫类型,并且该类型负责维护猫叫事件 *Cat.cs*
```csharp
using System;
namespace CatCry
{
///
/// 猫类型,维护猫叫事件
///
public class Cat
{
///
/// 猫名
///
private String _name;
///
/// 猫叫的事件
///
public event EventHandler CatCryEvent;
///
/// 构造函数
///
///
public Cat(string name)
{
_name = name;
}
///
/// 触发猫叫事件
///
public void CatCry()
{
CatCryEventArgs args = new CatCryEventArgs(_name);
Console.WriteLine(args);
CatCryEvent(this, args);
}
}
}
```
### 2. 定义猫叫事件的参数 *CatCryEventArgs.cs*
```csharp
using System;
namespace CatCry
{
///
/// 猫叫事件的参数
///
public class CatCryEventArgs : EventArgs
{
///
/// 发出叫声的猫的名字
///
private string _catname;
///
/// 构造函数
///
///
public CatCryEventArgs(string catname) : base()
{
_catname = catname;
}
///
/// 输出参数内容
///
///
public override string ToString()
{
return _catname + "叫了";
}
}
}
```
### 3. 定义猫叫事件的订阅者,即主人类型和老鼠类型
*Master.cs*
```csharp
using System;
namespace CatCry
{
///
/// 主人类型
///
public class Master
{
///
/// 主人名字
///
private string _name;
///
/// 构造方法,订阅事件
///
///
///
public Master(string name, Cat cat)
{
_name = name;
cat.CatCryEvent += CatCryHandler;
}
///
/// 猫叫事件处理方法
///
///
///
private void CatCryHandler(object sender, CatCryEventArgs e)
{
WakeUp();
}
///
/// 惊醒方法
///
private void WakeUp()
{
Console.WriteLine(_name + "醒了");
}
}
}
```
*Mouse.cs*
```csharp
using System;
namespace CatCry
{
///
/// 老鼠类型
///
public class Mouse
{
///
/// 老鼠名字
///
private string _name;
///
/// 构造方法,订阅事件
///
///
///
public Mouse(string name, Cat cat)
{
_name = name;
cat.CatCryEvent += CatCryHandler;
}
///
/// 猫叫事件处理方法
///
///
///
private void CatCryHandler(object sender, CatCryEventArgs e)
{
Run();
}
///
/// 逃跑方法
///
private void Run()
{
Console.WriteLine(_name + "逃走了");
}
}
}
```
### 4. 编写入口方法,模拟场景 *Program.cs*
```csharp
using System;
namespace CatCry
{
class Program
{
static void Main(string[] args)
{
Console.WriteLine("开始模拟");
Cat cat = new Cat("汤姆猫");
Mouse mouse1 = new Mouse("米奇", cat);
Mouse mouse2 = new Mouse("杰瑞", cat);
Master master = new Master("巴金斯", cat);
cat.CatCry();
Console.Read();
}
}
}
```