用Unity写设计模式-抽象工厂模式

抽象工厂模式介绍

提供一个接口,用于创建相关或者依赖对象的家族,而不需要指定具体的实现类。

参数详解

  • Participants

The classes and objects participating in this pattern are:

  • AbstractFactory (ContinentFactory)

declares an interface for operations that create abstract products

  • ConcreteFactory (AfricaFactory, AmericaFactory)

implements the operations to create concrete product objects

  • AbstractProduct (Herbivore, Carnivore)

declares an interface for a type of product object

  • Product (Wildebeest, Lion, Bison, Wolf)

defines a product object to be created by the corresponding concrete factory
implements the AbstractProduct interface

  • Client (AnimalWorld)

uses interfaces declared by AbstractFactory and AbstractProduct classes

抽象工厂

//-------------------------------------------------------------------------------------
//	AbstractFactoryStructrue.cs
//-------------------------------------------------------------------------------------

using UnityEngine;
using System.Collections;

public class AbstractFactoryStructrue : MonoBehaviour
{
    void Start()
    {
        // Abstract factory #1
        AbstractFactory factory1 = new ConcreteFactory1();
        Client client1 = new Client(factory1);
        client1.Run();

        // Abstract factory #2
        AbstractFactory factory2 = new ConcreteFactory2();
        Client client2 = new Client(factory2);
        client2.Run();
    }
}

/// <summary>
/// The 'AbstractFactory' abstract class
/// </summary>
abstract class AbstractFactory
{
    public abstract AbstractProductA CreateProductA();
    public abstract AbstractProductB CreateProductB();
}


/// <summary>
/// The 'ConcreteFactory1' class
/// </summary>
class ConcreteFactory1 : AbstractFactory
{
    public override AbstractProductA CreateProductA()
    {
        return new ProductA1();
    }
    public override AbstractProductB CreateProductB()
    {
        return new ProductB1();
    }
}

/// <summary>
/// The 'ConcreteFactory2' class
/// </summary>
class ConcreteFactory2 : AbstractFactory
{
    public override AbstractProductA CreateProductA()
    {
        return new ProductA2();
    }
    public override AbstractProductB CreateProductB()
    {
        return new ProductB2();
    }
}

/// <summary>
/// The 'AbstractProductA' abstract class
/// </summary>
abstract class AbstractProductA
{
}

/// <summary>
/// The 'AbstractProductB' abstract class
/// </summary>
abstract class AbstractProductB
{
    public abstract void Interact(AbstractProductA a);
}


/// <summary>
/// The 'ProductA1' class
/// </summary>
class ProductA1 : AbstractProductA
{
}

/// <summary>
/// The 'ProductB1' class
/// </summary>
class ProductB1 : AbstractProductB
{
    public override void Interact(AbstractProductA a)
    {
        Debug.Log(this.GetType().Name + " interacts with " + a.GetType().Name);
    }
}

/// <summary>
/// The 'ProductA2' class
/// </summary>
class ProductA2 : AbstractProductA
{
}

/// <summary>
/// The 'ProductB2' class
/// </summary>
class ProductB2 : AbstractProductB
{
    public override void Interact(AbstractProductA a)
    {
        Debug.Log(this.GetType().Name + " interacts with " + a.GetType().Name);
    }
}

/// <summary>
/// The 'Client' class. Interaction environment for the products.
/// </summary>
class Client
{
    private AbstractProductA _abstractProductA;
    private AbstractProductB _abstractProductB;

    // Constructor
    public Client(AbstractFactory factory)
    {
        _abstractProductB = factory.CreateProductB();
        _abstractProductA = factory.CreateProductA();
    }

    public void Run()
    {
        _abstractProductB.Interact(_abstractProductA);
    }
}

抽象工厂案例1

//-------------------------------------------------------------------------------------
//	AbstractFactoryPatternExample1.cs
//-------------------------------------------------------------------------------------

using UnityEngine;
using System.Collections;


//This structural code demonstrates the Abstract Factory pattern creating parallel hierarchies of objects.
//Object creation has been abstracted and there is no need for hard-coded class names in the client code.

namespace AbstractFactoryPatternExample1
{
    public class AbstractFactoryPatternExample1 : MonoBehaviour
    {
        void Start()
        {
            // Create and run the African animal world
            ContinentFactory africa = new AfricaFactory();
            AnimalWorld world = new AnimalWorld(africa);
            world.RunFoodChain();

            // Create and run the American animal world
            ContinentFactory america = new AmericaFactory();
            world = new AnimalWorld(america);
            world.RunFoodChain();
        }
    }


    /// <summary>
    /// The 'AbstractFactory' abstract class
    /// </summary>
    abstract class ContinentFactory
    {
        public abstract Herbivore CreateHerbivore();
        public abstract Carnivore CreateCarnivore();
    }

    /// <summary>
    /// The 'ConcreteFactory1' class
    /// </summary>
    class AfricaFactory : ContinentFactory
    {
        public override Herbivore CreateHerbivore()
        {
            return new Wildebeest();
        }
        public override Carnivore CreateCarnivore()
        {
            return new Lion();
        }
    }

    /// <summary>
    /// The 'ConcreteFactory2' class
    /// </summary>
    class AmericaFactory : ContinentFactory
    {
        public override Herbivore CreateHerbivore()
        {
            return new Bison();
        }
        public override Carnivore CreateCarnivore()
        {
            return new Wolf();
        }
    }

    /// <summary>
    /// The 'AbstractProductA' abstract class
    /// </summary>
    abstract class Herbivore
    {
    }

    /// <summary>
    /// The 'AbstractProductB' abstract class
    /// </summary>
    abstract class Carnivore
    {
        public abstract void Eat(Herbivore h);
    }

    /// <summary>
    /// The 'ProductA1' class
    /// </summary>
    class Wildebeest : Herbivore
    {
    }

    /// <summary>
    /// The 'ProductB1' class
    /// </summary>
    class Lion : Carnivore
    {
        public override void Eat(Herbivore h)
        {
            // Eat Wildebeest
            Debug.Log(this.GetType().Name +" eats " + h.GetType().Name);
        }
    }

    /// <summary>
    /// The 'ProductA2' class
    /// </summary>
    class Bison : Herbivore
    {
    }

    /// <summary>
    /// The 'ProductB2' class
    /// </summary>
    class Wolf : Carnivore
    {
        public override void Eat(Herbivore h)
        {
            // Eat Bison
            Debug.Log(this.GetType().Name +" eats " + h.GetType().Name);
        }
    }

    /// <summary>
    /// The 'Client' class 
    /// </summary>
    class AnimalWorld
    {
        private Herbivore _herbivore;
        private Carnivore _carnivore;

        // Constructor
        public AnimalWorld(ContinentFactory factory)
        {
            _carnivore = factory.CreateCarnivore();
            _herbivore = factory.CreateHerbivore();
        }

        public void RunFoodChain()
        {
            _carnivore.Eat(_herbivore);
        }
    }
}

抽象工厂案例2

//-------------------------------------------------------------------------------------
//	AbstractFactoryPatternExample2.cs
//-------------------------------------------------------------------------------------

// allows a family of related objects without specifying the concrete class
// when there are many objects that can be added or changed dynamically
// you can model everything you can image and have those objects interact through common interfaces

// negative: can get very complicated


using UnityEngine;
using System.Collections;

namespace AbstractFactoryPatternExample2
{

    public class AbstractFactoryPatternExample2 : MonoBehaviour
    {
	    void Start ( )
	    {
            EnemyShipBuilding ufoBuilder = new UFOEnemyShipBuilding();
            ufoBuilder.orderShip(ShipType.UFO);
        }
    }

    public enum ShipType
    {
        UFO
    }


    public abstract class EnemyShipBuilding
    {
        // abstract order form:
        protected abstract EnemyShip MakeEnemyShip(ShipType type);

        public EnemyShip orderShip(ShipType type)
        {
            EnemyShip ship = MakeEnemyShip(type);

            ship.MakeShip();
            ship.DisplayShip();
            ship.FollowHeroShip();
            ship.Shoot();

            return ship;
        }
    }

    public class UFOEnemyShipBuilding : EnemyShipBuilding
    {
        // Make Ship varies per ship type...
        protected override EnemyShip MakeEnemyShip(ShipType type)
        {
            EnemyShip ship = null;

            if (type == ShipType.UFO)
            {
                IEnemyShipFactory factory = new UFOEnemyShipFactory();
                ship = new UFOEnemyShip(factory);
                ship.name = "UFO";
            }

            return ship;
        }
    }





    public interface IEnemyShipFactory
    {
        IESWeapon AddESGun();
        IESEngine AddESEngine();
    }

    public class UFOEnemyShipFactory : IEnemyShipFactory
    {
        // each factory can add different weapons and stuff
        public IESWeapon AddESGun()
        {
            return new ESUFOGun();
        }

        public IESEngine AddESEngine()
        {
            return new ESUFOEngine();
        }
    }





    public abstract class EnemyShip
    {
        public string name;
        protected IESEngine engine;
        protected IESWeapon weapon;

        public abstract void MakeShip();

        public void DisplayShip()
        {
            Debug.Log(name + " is on the screen.");
        }

        public void FollowHeroShip()
        {
            Debug.Log(name + " follows hero ship with " + engine.ToStringEX());
        }

        public void Shoot()
        {
            Debug.Log(name + " shoots and does " + weapon.ToStringEX());
        }

        public string ToStringEX()
        {
            return "The " + name + " has a speed of " + engine.ToStringEX() + " a firepower of " + weapon.ToStringEX();
        }
    }

    public class UFOEnemyShip : EnemyShip
    {
        IEnemyShipFactory factory;

        public UFOEnemyShip(IEnemyShipFactory factory)
        {
            this.factory = factory;
        }

        public override void MakeShip()
        {
            Debug.Log("Making enemy ship " + name);
            weapon = factory.AddESGun();
            engine = factory.AddESEngine();
        }
    }



    // possible Weapons to swap in and out
    public interface IESWeapon
    {
        string ToStringEX();
    }

    public interface IESEngine
    {
        string ToStringEX();
    }

    public class ESUFOGun : IESWeapon
    {
        public string ToStringEX()
        {
            return "20 damage";
        }
    }
    public class ESUFOEngine : IESEngine
    {
        public string ToStringEX()
        {
            return "1000 mph";
        }
    }


}


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