设计模式——建造者Build(Unity3D中应用)

本文探讨了建造者模式在Unity3D中的应用,强调其与工厂模式的区别,建造者模式关注于对象构建的细节,而非简单的创建。在某些情况下,建造者模式可以不需要导演(Director)层。总结来说,建造者模式旨在组装复杂对象,简化其子组件构造的流程。

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Build(建造者模式)
构建与表示分离
与工厂模式不同的是:工厂注重在于创建,Builder注重在于构建(创建细节)

    public class House
    {
        public string Foundation{ get; set;}
        public string Wall{get; set;}
        public string Roof{ get; set;}
        public string ToString()
        {
            return Foundation + " " + Wall +" "+ Roof;
        }
    }
    public abstract class Builder
    {       
        public abstract void BuildFoundation (string foundation);
        public abstract void BuildWall(string wall);
        public abstract void BuildRoof(string roof);
        public abstract House Create ();
    }

    public class RobotBuilder:Builder
    {
        House house = new House();
        public override void BuildFoundation (string foundation)
        {
            house.Foundation = foundation;
        }

        public override void BuildWall (string wall)
        {
            house.Wall = wall;
        }

        public override void BuildRoof (string roof)
        {
            house.Roof = roof;
        }

        public override House Create()
        {
            return house;
        }
    }
    public class Director
    {
        private Builder builder; 
        public Director (Builder builder)
        {
            this.builder = builder;
        }

        public void Construct(string foundation,string wall,string roof)
        {
            builder.BuildFoundation(foundation);
            builder.BuildWall(wall);
            builder.BuildRoof(roof);
        }
    }

public class BuilderTest : MonoBehaviour {

    private void Start () {
        Builder builder = new RobotBuilder ();
        Director director = new Director (builder);
        director.Construct ("普通地基","普通墙","普通屋顶");
        House house = builder.Create ();
        Debug.Log (house.ToString());
    }
}

有时可以省略Director层:

public class RobotBuilder:Builder
    {
        House house = new House();
        public override Builder BuildFoundation (string foundation)
        {
            house.Foundation = foundation;
            return this;
        }

        public override Builder BuildWall (string wall)
        {
            house.Wall = wall;
            return this;
        }

        public override Builder BuildRoof (string roof)
        {
            house.Roof = roof;
            return this;
        }

        public override House Create()
        {
            return house;
        }
    }

public class BuilderTest : MonoBehaviour {

    private void Start () {
        Builder builder = new RobotBuilder ();
        House house = builder.BuildFoundation ("玻璃地基")
            .BuildWall("玻璃墙")
            .BuildRoof("玻璃屋顶")
            .Create();
        Debug.Log (house.ToString());
    }
}

总结:
建造者模式用于组装对象,简化复杂对象的子部件构造过程

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