享元模式与建造者

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();
        }
    }

}

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