1.2设计模式在Unity中应用—Behavioral Pattern— Command Pattern 命令模式

本文深入探讨了软件设计中的命令模式,通过实例演示了如何利用该模式实现一个具备撤销和重做功能的简易计算器,详细介绍了模式的组成部分及其实现方式。

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Command Pattern 命令模式

Definition

Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.

命令模式将“请求”封装成对象,以便使用不同的请求、队列或者日志来参数化其他对象,同时支持可撤消的操作。

这里写图片描述

Participants

The classes and objects participating in this pattern are:

Command

  • declares an interface for executing an operation

ConcreteCommand

  • defines a binding between a Receiver object and an action
  • implements Execute by invoking the corresponding operation(s) on Receiver

Client

  • creates a ConcreteCommand object and sets its receiver

Invoker

  • asks the command to carry out the request

Receiver

  • knows how to perform the operations associated with carrying out the request.

责任链模式代码结构

//-------------------------------------------------------------------------------------
//  CommandStructure.cs
//-------------------------------------------------------------------------------------

using UnityEngine;
using System.Collections;

namespace CommandStructure
{
    public class CommandStructure : MonoBehaviour
    {
        void Start ( )
        {
            // Create receiver, command, and invoker
            Receiver receiver = new Receiver();
            Command command = new ConcreteCommand(receiver);
            Invoker invoker = new Invoker();

            // Set and execute command
            invoker.SetCommand(command);
            invoker.ExecuteCommand();
        }
    }

    /// <summary>
    /// The 'Command' abstract class
    /// </summary>
    abstract class Command
    {
        protected Receiver receiver;

        // Constructor
        public Command(Receiver receiver)
        {
            this.receiver = receiver;
        }

        public abstract void Execute();
    }

    /// <summary>
    /// The 'ConcreteCommand' class
    /// </summary>
    class ConcreteCommand : Command
    {
        // Constructor
        public ConcreteCommand(Receiver receiver) :
          base(receiver)
        {
        }

        public override void Execute()
        {
            receiver.Action();
        }
    }

    /// <summary>
    /// The 'Receiver' class
    /// </summary>
    class Receiver
    {
        public void Action()
        {
          Debug.Log("Called Receiver.Action()");
        }
    }

    /// <summary>
    /// The 'Invoker' class
    /// </summary>
    class Invoker
    {
        private Command _command;

        public void SetCommand(Command command)
        {
            this._command = command;
        }

        public void ExecuteCommand()
        {
            _command.Execute();
        }
    }

}

案例1:加减乘除计算器,可以执行撤销 重复 命令,

//-------------------------------------------------------------------------------------
//  CommandExample1.cs
//-------------------------------------------------------------------------------------

//This real-world code demonstrates the Command pattern used in a simple calculator with unlimited number of undo's and redo's.


using System;
using UnityEngine;
using System.Collections.Generic;

namespace CommandExample1
{
    public class CommandExample1 : MonoBehaviour
    {
        void Start ( )
        {
            // Create user and let her compute
            User user = new User();

            // User presses calculator buttons
            user.Compute('+', 100);
            user.Compute('-', 50);
            user.Compute('*', 10);
            user.Compute('/', 2);

            // Undo 4 commands
            user.Undo(4);

            // Redo 3 commands
            user.Redo(3);
        }
    }

    /// <summary>
    /// The 'Command' abstract class
    /// </summary>
    abstract class Command
    {
        public abstract void Execute();
        public abstract void UnExecute();
    }

    /// <summary>
    /// The 'ConcreteCommand' class
    /// </summary>
    class CalculatorCommand : Command
    {
        private char _operator;
        private int _operand;
        private Calculator _calculator;

        // Constructor
        public CalculatorCommand(Calculator calculator,
          char operatorSymbol, int operand)
        {
            this._calculator = calculator;
            this._operator = operatorSymbol;
            this._operand = operand;
        }

        // Gets operator
        public char Operator
        {
            set { _operator = value; }
        }

        // Get operand
        public int Operand
        {
            set { _operand = value; }
        }

        // Execute new command
        public override void Execute()
        {
            _calculator.Operation(_operator, _operand);
        }

        // Unexecute last command
        public override void UnExecute()
        {
            _calculator.Operation(Undo(_operator), _operand);
        }

        // Returns opposite operator for given operator
        private char Undo(char operatorSymbol)
        {
            switch (operatorSymbol)
            {
                case '+': return '-';
                case '-': return '+';
                case '*': return '/';
                case '/': return '*';
                default:
                    throw new
            ArgumentException("UnKnowOperatorSymbol");
            }
        }
    }

    /// <summary>
    /// The 'Receiver' class
    /// </summary>
    class Calculator
    {
        private int _curr = 0;

        public void Operation(char operatorSymbol, int operand)
        {
            switch (operatorSymbol)
            {
                case '+': _curr += operand; break;
                case '-': _curr -= operand; break;
                case '*': _curr *= operand; break;
                case '/': _curr /= operand; break;
            }
            Debug.Log("Current value = " + _curr+ " ( following "+ operatorSymbol+operand+" )");
        }
    }

    /// <summary>
    /// The 'Invoker' class
    /// </summary>
    class User
    {
        // Initializers
        private Calculator _calculator = new Calculator();
        private List<Command> _commands = new List<Command>();
        private int _current = 0;

        public void Redo(int levels)
        {
            Debug.Log("\n---- Redo " + levels + " levels");
            for (int i = 0; i < levels; i++)
            {
                if (_current < _commands.Count - 1)
                {
                    Command command = _commands[_current++];
                    command.Execute();
                }
            }
        }

        public void Undo(int levels)
        {
            Debug.Log("\n---- Undo "+ levels + " levels");
            // Perform undo operations
            for (int i = 0; i < levels; i++)
            {
                if (_current > 0)
                {
                    Command command = _commands[--_current] as Command;
                    command.UnExecute();
                }
            }
        }

        public void Compute(char operatorSymbol, int operand)
        {
            // Create command operation and execute it
            Command command = new CalculatorCommand(
              _calculator, operatorSymbol, operand);
            command.Execute();

            // Add command to undo list
            _commands.Add(command);
            _current++;
        }
    }
}
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