设计模式一日一练:状态模式(State)

    State模式,允许一个对象在其内部状态改变时改变它的行为,对象看起来似乎修改了它的类。State模式的一个典型应用是TCP连接,GoF的《设计模式》上有TCP实现的一个简化版本,这里写一个游戏开发中常见的根据输入控制玩家运动的例子。

    interface IPlayerState
    {
        void Enter(Player player); // enter state
        IPlayerState HandleInput(Player player, KeyCode keyCode); // handle input event
        IPlayerState Update(Player player); // update state
        void Exit();  // destroy state
    }



    class PlayerIdleState : IPlayerState
    {
        public void Enter(Player player)
        {
            player.Idle();
        }

        public IPlayerState HandleInput(Player player, KeyCode keyCode)
        {
            //Debug.Log("PlayerIdleState HandleInput:" + keyCode.ToString());
            if (keyCode == KeyCode.J)
                return new PlayerJumpState();
            else if (keyCode == KeyCode.R)
                return new PlayerRunState();
            return null;
        }

        public IPlayerState Update(Player player)
        {
            return null;
        }

        public void Exit()
        {

        }
    }


    class PlayerRunState : IPlayerState
    {
        const float RUN_TIME = 2.0f;
        float runTime = 0.0f;

        public void Enter(Player player)
        {
            player.Run();
        }

        public IPlayerState HandleInput(Player player, KeyCode keyCode)
        {
            //Debug.Log("PlayerRunState HandleInput:" + keyCode.ToString());
            if (Input.GetKeyUp(KeyCode.R))
            {
                runTime = Time.realtimeSinceStartup;
                return null;
            }

            if (keyCode == KeyCode.J)
                return new PlayerJumpState();
            else if (keyCode == KeyCode.I)
                return new PlayerIdleState();
            return null;
        }

        public IPlayerState Update(Player player)
        {
            if (runTime > 0.0f && Time.realtimeSinceStartup - runTime >= RUN_TIME)
            {
                runTime = 0.0f;
                return new PlayerIdleState();
            }
            return null;
        }

        public void Exit()
        {

        }
    }



    class PlayerJumpState : IPlayerState
    {
        const float JUMP_TIME = 2.0f;
        float jumpTime = 0.0f;

        public void Enter(Player player)
        {
            jumpTime = Time.realtimeSinceStartup;
            player.Jump();
        }

        public IPlayerState HandleInput(Player player, KeyCode keyCode)
        {
            //Debug.Log("PlayerJumpState HandleInput:" + keyCode.ToString());
            if (keyCode == KeyCode.R)
                return new PlayerRunState();
            else if (keyCode == KeyCode.I)
                return new PlayerIdleState();
            return null;
        }

        public IPlayerState Update(Player player)
        {
            if (jumpTime > 0.0f && Time.realtimeSinceStartup - jumpTime >= JUMP_TIME)
            {
                jumpTime = 0.0f;
                return new PlayerIdleState();
            }
            return null;
        }

        public void Exit()
        {

        }
    }



    class Player
    {
        private IPlayerState state;
        private Animator animator;
        private CharacterController controller;
        private Vector3 movement;

        public Player(Animator anim, CharacterController ctrl)
        {
            animator = anim;
            controller = ctrl;
            state = new PlayerIdleState();
            movement = new Vector3(0.1f, 0, 0);
        }

        public void HandleInput(KeyCode keyCode)
        {
            IPlayerState newState = state.HandleInput(this, keyCode);
            ChangeState(newState);
        }

        public void Update()
        {
            IPlayerState newState = state.Update(this);
            ChangeState(newState);
        }

        private void ChangeState(IPlayerState newState)
        {
            if (newState != null)
            {
                state.Exit();
                state = newState;
                state.Enter(this);
            }
        }

        public void Idle()
        {
            Debug.Log("Player Idle");
            animator.Play("Idle");
        }

        public void Run()
        {
            Debug.Log("Player Run");
            animator.Play("Run");
        }

        public void Jump()
        {
            Debug.Log("Player Jump");
            animator.Play("Jump");
        }
    }


    public class StatePattern : MonoBehaviour
    {
        private Animator animator;
        private CharacterController controller;
        private Player player;

        // Start is called before the first frame update
        void Start()
        {
            animator = GetComponent<Animator>();
            controller = GetComponent<CharacterController>();
            player = new Player(animator, controller);
        }

        // Update is called once per frame
        void Update()
        {
            if (Input.GetKey(KeyCode.I))
                player.HandleInput(KeyCode.I);
            else if (Input.GetKey(KeyCode.J))
                player.HandleInput(KeyCode.J);
            else if (Input.GetKey(KeyCode.R) || Input.GetKeyUp(KeyCode.R))
                player.HandleInput(KeyCode.R);
            player.Update();
        }
    }


    PS. 我的设计模式系列blog,《设计模式》专栏,通过简单的示例演示设计模式,对于初学者很容易理解入门。深入学习请看GoF的《设计模式》。

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