设计模式实战学习笔记(一):状态、外观、单例、中介者、桥接、策略模式

(一)状态模式相关链接:http://www.cnblogs.com/wangjq/archive/2012/07/16/2593485.htmlusing System.Collections;using System.Collections.Generic;using UnityEngine;public class StateDemo : MonoBehaviour{...
摘要由CSDN通过智能技术生成

(一)状态模式

相关链接:http://www.cnblogs.com/wangjq/archive/2012/07/16/2593485.html

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

public class StateDemo : MonoBehaviour
{

    void Start()
    {
        Context context= new Context();
        context.SetState(new ConcreteStateA(context));
        context.Handle(20);
        context.Handle(3);

    }

}

public interface IState
{
    void Handle(int arg);
}

public class Context
{
    private IState mState;
    public void SetState(IState state)
    {
        mState = state;
    }

    public void Handle(int arg)
    {
        mState.Handle(arg);
    }
}

public class ConcreteStateA : IState
{
    private Context mContext;

    public ConcreteStateA(Context context)
    {
        this.mContext = context;
    }

    public void Handle(int arg)
    {
        if (arg >= 10)
        {
            Debug.Log("arg >= 10");
            mContext.SetState(new ConcreteStateB(mContext));
        }
    }
}

public class ConcreteStateB : IState
{
    private Context mContext;

    public ConcreteStateB(Context context)
    {
        this.mContext = context;
    }
    public void Handle(int arg)
    {
        if (arg < 10)
        {
            Debug.Log("arg < 10");
            mContext.SetState(new ConcreteStateA(mContext));
        }
    }
}

(二)状态模式例子: 实现通过改变状态来改变场景

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

public class GameLoop : MonoBehaviour {
    private SceneStateController stateController;

	// Use this for initialization
	void Start () {
        DontDestroyOnLoad(this);
        stateController = new SceneStateController();
        stateController.SetSceneState(new StartState(stateController),false);
    }
	
	// Update is called once per frame
	void Update () {
        if (stateController != null)
            stateController.SceneStateUpdate();
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ISceneState 
{
    private string mSceneNmae; //场景名字
    protected SceneStateController mController;

    public string SceneName
    {
        get { return mSceneNmae; }
    }

    public ISceneState(string SceneNmae, SceneStateController controller)
    {
        mSceneNmae = SceneNmae;
        mController = controller;
    }

    public virtual void SceneStateUpdate() { }
    public virtual void SceneStateStart() { }
    public virtual void SceneStateEnd() { }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class SceneStateController
{
    private ISceneState mSceneState;
    private AsyncOperation mAO ; // 异步加载场景
    private bool mIsRunning = false; //是否正在加载场景

    public void SetSceneState(ISceneState SceneState,bool isLoadScene = true)//isLoadScene为是否需要加载场景
    {
        if (mSceneState != null)
        {
            mSceneState.SceneStateEnd();//让上个场景状态做一下清理工作
        }
        mSceneState = SceneState;
        if (isLoadScene)//需要加载场景
        {
            Debug.Log("需要加载场景");
            mAO = SceneManager.LoadSceneAsync(mSceneState.SceneName);// 异步加载场景
            mIsRunning = false;
        }
        else // 不需要加载场景(第一次开启时)
        {
            Debug.Log("不需要加载场景");
            mSceneState.SceneStateStart();
            mIsRunning = true;
        }
    }

    public void SceneStateUpdate()
    {
        if (mAO != null && mAO.isDone == false) return;   //当需要加载场景且场景加载未结束时return

        if ( mAO != null && mIsRunning == false && mAO.isDone == true) //是否加载完成
        {
            mSceneState.SceneStateStart();
            mIsRunning = true;
        }

        if (mSceneState
  • 1
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值