Unity study notes: design pattern-DECORATOR (decoration)

Key words: Packaging

To an object moving state expand existing capacity to continuously package, continues to expand

Intent :

Add some additional responsibilities to an object dynamically. In terms of increasing functions, the D ecorator mode is more flexible than generating subclasses.

Applicable sex:

• Without affecting other objects, add responsibilities to individual objects in a dynamic and transparent manner.

• Deal with responsibilities that can be withdrawn.

• When the method of generating subclasses cannot be used for expansion. One situation is that there may be a large number of independent extensions, in order to support each combination will produce a large number of sub-categories, making the number of sub-categories explosive growth. Another situation may be because the class definition is hidden, or the class definition cannot be used to generate subclasses.

Case: (Various gems inlaid on weapons have different attributes)

namespace Decorator_DesignPattern
{
    using System;

    abstract class 武器
    {
        public abstract void 伤害();
    }

    class 宝剑 : 武器
    {       
        public override void 伤害()
        {
            Console.WriteLine("宝剑基本行为 -伤害");
        }
    }

    abstract class 装饰器 : 武器
    {
        public 武器 武器对象{get;set;}

        public 装饰器(武器 c)
        {
            武器对象 = c;
        }
        public override void 伤害()
        {
            if (武器对象 != null)
                武器对象.伤害();
        }
        public 武器 拆装饰()//!!!!
        {
            return 武器对象;
        }
    }

    class 红宝石 : 装饰器
    {

        public 红宝石(武器 武器对象) : base(武器对象)
        {           
        }
        public override void 伤害()
        {          
            base.伤害();
            眩晕();
        }
        private void 眩晕()
        {
            Console.WriteLine(" 红宝石附加功能:眩晕....");
           
        }
    }
    class 蓝宝石 : 装饰器
    {

        public 蓝宝石(武器 武器对象)
            : base(武器对象)
        {
        }
        public override void 伤害()
        {
            base.伤害();
            冰冻();
        }
        private void 冰冻()
        {
            Console.WriteLine("蓝宝石附加功能:冰冻....");

        }
    }


    /// <summary>
    ///    Summary description for Client.
    /// </summary>
    public class Client
    {
       
        public static void Main(string[] args)
        {
            武器 wq = new 宝剑();
            //wq.伤害();
            武器 wq2 = new 红宝石(new 蓝宝石(wq));
            如何拆装备
            //装饰器 zsq = (装饰器)wq2;
            //武器 wq22= zsq.拆装饰();
            wq2 = (wq2 as 装饰器).拆装饰();
            wq2 = (wq2 as 装饰器).拆装饰();
            wq2.伤害();
            Console.ReadKey();
        }
    }
}

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Origin blog.csdn.net/huanyu0127/article/details/107805464