基本介绍
- 主要是用来解决对象在多种状态转换时,需要对外输出不同的行为的问题,状态和行为是一一对应的,状态之间是可以相互转换的
- 当一个对象的内在状态改变时,允许改变其行为,这个对象看起来像是改变了其类
角色及职责
- State:是状态接口角色,封装与Context的一个特定接口相关行为
- ConcreteState:实现State接口,是具体的状态角色,每个子类实现一个于Context的一个状态相关行为。
- Context:上下文对象,聚合State,用于维护ConcreteState的实例,这个实例定义当前状态
代码示例
抽奖场景
State
public interface State {
void deduceMoney();
boolean raffle();
void dispensePrize();
}
context
public class Activity {
private State state = null;
private int count = 0;
private State noRaffleState = new NoRaffleState(this);
private State canRaffleState = new CanRaffleState(this);
private State dispenseState = new DispenseState(this);
private State dispenseOutState = new DispenseOutState(this);
public Activity(int count) {
this.state = getNoRaffleState();
this.count = count;
}
public void deductMoney(){
state.deduceMoney();
}
public void raffle(){
if (state.raffle()){
state.dispensePrize();
}
}
public int getCount() {
int cur = count;
count--;
return cur;
}
public void setCount(int count) {
this.count = count;
}
public State getNoRaffleState() {
return noRaffleState;
}
public void setNoRaffleState(State noRaffleState) {
this.noRaffleState = noRaffleState;
}
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 getDispenseOutState() {
return dispenseOutState;
}
public void setDispenseOutState(State dispenseOutState) {
this.dispenseOutState = dispenseOutState;
}
public Activity(State state) {
this.state = state;
}
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
}
}
ConcreteState:具体实现
public class NoRaffleState implements State{
Activity activity;
public NoRaffleState(Activity activity) {
this.activity = activity;
}
@Override
public void deduceMoney() {
System.out.println("扣除积分,你可以抽奖了");
activity.setState(activity.getCanRaffleState());
}
@Override
public boolean raffle() {
System.out.println("扣了积分才能抽奖");
return false;
}
@Override
public void dispensePrize() {
System.out.println("不能发放奖品");
}
}
public class DispenseOutState implements State{
Activity activity;
public DispenseOutState(Activity activity) {
this.activity = activity;
}
@Override
public void deduceMoney() {
System.out.println("奖品已经发放完了,不能扣除积分");
}
@Override
public boolean raffle() {
System.out.println("奖品已经发放完了,不能抽奖了");
return false;
}
@Override
public void dispensePrize() {
System.out.println("奖品已经发放完了,不能发放奖品了");
}
}
public class DispenseState implements State{
Activity activity;
public DispenseState(Activity activity) {
this.activity = activity;
}
@Override
public void deduceMoney() {
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("恭喜你中奖了");
activity.setState(activity.getNoRaffleState());
}else {
System.out.println("奖品已经发放完了");
activity.setState(activity.getDispenseOutState());
}
}
}
public class CanRaffleState implements State{
Activity activity;
public CanRaffleState(Activity activity) {
this.activity = activity;
}
@Override
public void deduceMoney() {
System.out.println("已经扣除了积分");
}
@Override
public boolean raffle() {
System.out.println("正在抽奖");
Random random = new Random();
int num = random.nextInt(10);
if (num == 0){
activity.setState(activity.getDispenseState());
}else {
System.out.println("没有抽中奖品");
activity.setState(activity.getNoRaffleState());
}
return true;
}
@Override
public void dispensePrize() {
System.out.println("没中奖,不能发放奖品");
}
}
客户端调用
public class Client {
public static void main(String[] args) {
Activity activity = new Activity(1);
for (int i = 0; i < 30; i++) {
System.out.println("第" + (i+1) + "次抽奖");
activity.deductMoney();
activity.raffle();
}
}
}
注意事项和细节
- 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,每次调用方法时都要判断当前是什么状态,不但会产生很多的if-else语句,而且容易出错
- 符合开闭原则,容易增删状态
- 会产生很多的类,每个状态都对应一个类,当状态过多时会产生很大类,加大维护难度
- 当一个事件或者对象有很多种状态,状态之间会相互转换,对不同的状态要求有不同的行为时,可以考虑使用状态模式