1、Golang设计模式-工厂

一、简单工厂

1 - 普通场景

  • 场景:客户到餐厅就餐,可以选择的有东来顺的饭菜和庆丰包子铺饭菜
  • UML
    在这里插入图片描述
type Restaurant interface {
    
    
	GetFood()
}

type Donglaishun struct {
    
    
}

func (*Donglaishun) GetFood() {
    
    
	fmt.Println("东来顺的饭菜准备就绪")
}

type Qingfeng struct{
    
    }

func (*Qingfeng) GetFood() {
    
    
	fmt.Println("庆丰包子铺饭菜准备就绪")
}

func NewRestaurant(s string) Restaurant {
    
    
	switch s {
    
    
	case "d":
		return &Donglaishun{
    
    }
	case "q":
		return &Qingfeng{
    
    }
	}
	return nil
}
//main.go
func main() {
    
    
	factory.NewRestaurant("d").GetFood() //东来顺的饭菜准备就绪
	factory.NewRestaurant("q").GetFood() //庆丰包子铺饭菜准备就绪
}

2 - 游戏场景

  • 游戏场景:玩家角色创建,可以创建战士职业也可以创建魔法师职业
  • UML
    在这里插入图片描述
type GamePlayer interface {
    
    
	Create()
}

type WarriorPlayer struct {
    
    
	name string
}

func (w *WarriorPlayer) Create() {
    
    
	fmt.Printf("WarriorPlayer is Created,name is %s\n", w.name)
}

type MagicPlayer struct {
    
    
	name string
}

func (m *MagicPlayer) Create() {
    
    
	fmt.Printf("MagicPlayer is Created,name is %s\n", m.name)
}

func NewGamePlayer(playerType int8, sname string) GamePlayer {
    
    
	switch playerType {
    
    
	case 1:
		return &WarriorPlayer{
    
    
			name: sname,
		}
	case 2:
		return &MagicPlayer{
    
    
			name: sname,
		}
	}
	return nil
}
//main.go
const (
	TYPE_WARRIOR = 1
	TYPE_MAGIC   = 2
)

func main() {
    
    
	factory.NewGamePlayer(TYPE_WARRIOR, "jack").Create()
	factory.NewGamePlayer(TYPE_MAGIC, "tom").Create()
}

二、抽象工厂

  • 概念:抽象工厂模式实质上对简单Factory进行再抽象,通过在AbstarctFactory中增加创建产品的接口,然后在具体子工厂中实现新加产品的创建

1 - 普通场景

  • 场景:煮饭 -> 煮大米、煮番茄
  • UML
    在这里插入图片描述
package abstractory

import "fmt"

type Lunch interface {
    
    
	Cook()
}

type Rise struct {
    
    
}

func (r *Rise) Cook() {
    
    
	fmt.Println("cook rise")
}

type Tomato struct {
    
    
}

func (t *Tomato) Cook() {
    
    
	fmt.Println("cook tomato")
}

type LunchFactory interface {
    
    
	CreateFood() Lunch
	CreateVegetable() Lunch
}

type SimpleLunchFactory struct {
    
    
}

func (s *SimpleLunchFactory) CreateFood() Lunch {
    
    
	return &Rise{
    
    }
}

func (s *SimpleLunchFactory) CreateVegetable() Lunch {
    
    
	return &Tomato{
    
    }
}

func NewSimpleShapeFactory() LunchFactory {
    
    
	return &SimpleLunchFactory{
    
    }
}

//main.go
func main() {
    
    
	abfactory := abstractory.NewSimpleShapeFactory()
	food := abfactory.CreateFood()
	food.Cook()

	vegetable := abfactory.CreateVegetable()
	vegetable.Cook()
}

2 - 游戏场景

  • 场景:根据任务类型处理业务,我们在处理不同类型任务的时候,需要初始化以及交接等情况
  • UML
    在这里插入图片描述
type MissionInfo struct {
    
    
	ID uint64
}

type MissionFactory interface {
    
    
	CreateTalk() Mission
	CreateKillMonster() Mission
}

type SimpleMissionFactory struct {
    
    
}

func (s *SimpleMissionFactory) CreateTalk() Mission {
    
    
	return &MissionTalk{
    
    }
}

func (s *SimpleMissionFactory) CreateKillMonster() Mission {
    
    
	return &MissionKillMonster{
    
    }
}

type Mission interface {
    
    
	Init(*MissionInfo)
}

type MissionTalk struct {
    
    
}

func (m *MissionTalk) Init(s *MissionInfo) {
    
    
	fmt.Printf("MissionTalk init id=%d\n", s.ID)
}

type MissionKillMonster struct {
    
    
}

func (m *MissionKillMonster) Init(s *MissionInfo) {
    
    
	fmt.Printf("MissionKillMonster init id=%d\n", s.ID)
}

func NewMissionFactory() MissionFactory {
    
    
	return &SimpleMissionFactory{
    
    }
}

//main.go

func main() {
    
    
	minfotalk := &abstractory.MissionInfo{
    
    
		ID: 100,
	}

	minfokill := &abstractory.MissionInfo{
    
    
		ID: 101,
	}

	mission := abstractory.NewMissionFactory()

	talk := mission.CreateTalk()
	talk.Init(minfotalk) //MissionTalk init

	killmonster := mission.CreateKillMonster()
	killmonster.Init(minfokill) //MissionKillMonster init
	
}

猜你喜欢

转载自blog.csdn.net/qq23001186/article/details/130948944