任务描述
在植物大战僵尸的游戏中,我们不妨把僵尸看成是一种复杂的产品,经过不同的功能拼装而成为不同种类的僵尸。同时我们也注意到同类型的僵尸,他们有很多相似的属性,例如生命最大值,速度和破坏力。所以如果把僵尸产品看成是一个个的对象,那么他们是否可以有部分属性能共享呢?如果能共享,再创建很多同类型僵尸对象时,我们将大大节约内存空间。请阅读右侧仿真源码,使用享元模式和建造者模式来补全代码。在本例中只有两种僵尸(铁桶僵尸和巨人僵尸),僵尸生产出来后,都执行跳舞功能。
输入格式:
输入第一行给出一个字符串“Bucket,Giant,Giant,Giant,Bucket,Bucket”,表示生产僵尸的数量及类型,其间以半角逗号分隔。(Bucket代表铁桶僵尸,Giant代表巨人僵尸)
输出格式:
在多行内输出僵尸跳舞的语句。
输入样例:
Bucket,Giant,Giant,Giant,Bucket,Bucket
输出样例:
BucketZombie在跳舞.
GiantZombie在跳舞.
GiantZombie在跳舞.
GiantZombie在跳舞.
BucketZombie在跳舞.
BucketZombie在跳舞.
编程要求
本关的编程任务是补全右侧代码片段中Begin至End中间的代码,但不要修改本关原有代码
using System;
using System.Collections.Generic;
namespace F1
{
internal class Program
{
static void Main(string[] args)
{
begin
Director director = new Director();
string input = Console.ReadLine();
string[] arr = input.Split(',');
int length = arr.Length;
for (int i = 0; i < length; i++)
{
if (arr[i] == "Bucket")
{
director.Construct(new BucketZombieBuilder());
}
else if (arr[i] == "Giant")
{
director.Construct(new GiantZombieBuilder());
}
}
end/
}
}
public class SharedProperties
{
private int maxHP;
private int moveSpeed;
private int damage;
public SharedProperties(int maxhp, int movespeed, int damage)
{
this.maxHP = maxhp;
this.moveSpeed = movespeed;
this.damage = damage;
}
public int MaxHP { get { return maxHP; } }
public int MoveSpeed { get { return moveSpeed; } }
public int Damage { get { return damage; } }
}
public class ZombieProduct
{
public SharedProperties base_properties;
private int current_HP;
private string name;
public void SetProperties(AttrFactory factory, string name)
{
this.name = name;
begin设置属性
factory.GetCharacterBaseAttr(name);
end/
}
public void SetLife()
{
current_HP = base_properties.MaxHP;
}
public void Dance()
{
Console.WriteLine("{0}在跳舞.", name);
}
public void Damage(int hit)
{
current_HP -= hit;
if (current_HP < 0)
current_HP = 0;
}
public int GetSpeed()
{
return base_properties.MoveSpeed;
}
public int GetDamage()
{
return base_properties.Damage;
}
public int GetMaxHP()
{
return base_properties.MaxHP;
}
}
public class AttrFactory
{
private Dictionary<string, SharedProperties> mCharacterBaseAttrDict;
public AttrFactory()
{
InitCharacterBaseAttr();
}
private void InitCharacterBaseAttr()
{
mCharacterBaseAttrDict = new Dictionary<string, SharedProperties>();
mCharacterBaseAttrDict.Add("BucketZombie", new SharedProperties(150, 2, 30));
mCharacterBaseAttrDict.Add("GiantZombie", new SharedProperties(300, 2, 50));
}
public SharedProperties GetCharacterBaseAttr(string t)
{
if (mCharacterBaseAttrDict.ContainsKey(t) == false)
{
return null;
}
return mCharacterBaseAttrDict[t];
}
}
public interface IBuilder
{
void BuildProperties(AttrFactory factory);
void BuildLife();
ZombieProduct GetProduct();
}
class BucketZombieBuilder : IBuilder
{
begin
ZombieProduct zombie = new ZombieProduct();
public void BuildLife()
{
zombie.Dance();
}
public void BuildProperties(AttrFactory factory)
{
zombie.SetProperties(factory, "BucketZombie");
}
public ZombieProduct GetProduct()
{
return zombie;
}
end/
}
class GiantZombieBuilder : IBuilder
{
begin
ZombieProduct zombie = new ZombieProduct();
public void BuildLife()
{
zombie.Dance();
}
public void BuildProperties(AttrFactory factory)
{
zombie.SetProperties(factory, "GiantZombie");
}
//取得创建好的产品对象
public ZombieProduct GetProduct()
{
return zombie;
}
end/
}
public class Director
{
private AttrFactory factory;
public Director()
{
factory = new AttrFactory();
}
public void Construct(IBuilder builder)
{
builder.BuildProperties(factory);
builder.BuildLife();
}
}
}