【设计模式】使用unity实现建造者模式(Builder mode)

本文介绍了如何在Unity中应用建造者模式,并提供了一个简单的示例。通过具体代码实现了不同类型的构建过程,展示了该模式在游戏开发中的灵活性。

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阅读《大话设计模式》后,自己根据unity的特性写的一个简单demo,如有不妥之处,欢迎评论纠正....


首先贴上书中关于建造者模式的代码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace 建造者模式
{
    public class Product
    {
        IList<string> parts = new List<string>();

        public void Add(string part)
        {
            parts.Add(part);
        }

        public void Show()
        {
            Console.WriteLine("\n产品 创建--------");
            foreach (string  part in parts)
            {
                Console.WriteLine(part);
            }
        }
    }

    public abstract class Builder
    {
        public abstract void BuildPartA();
        public abstract void BuildPartB();
        public abstract Product GetResult();
    }

    public class ConcreteBuilder1 : Builder
    {
        private Product product = new Product();

        public override void BuildPartA()
        {
            product.Add("部件A");
        }

        public override void BuildPartB()
        {
            product.Add("部件B");
        }

        public override Product GetResult()
        {
            return product;
        }
    }

    public class ConcreteBuilder2 : Builder
    {
        private Product product = new Product();

        public override void BuildPartA()
        {
            product.Add("部件X");
        }

        public override void BuildPartB()
        {
            product.Add("部件Y");
        }

        public override Product GetResult()
        {
            return product;
        }
    }

    public class Director
    {
        public void Construct(Builder builder)
        {
            builder.BuildPartA();
            builder.BuildPartB();
        }
    }
}


客户端:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace 建造者模式
{
    class Program
    {
        static void Main(string[] args)
        {
            Director director = new Director();
            Builder b1 = new ConcreteBuilder1();
            Builder b2 = new ConcreteBuilder2();

            director.Construct(b1);
            Product p1 = b1.GetResult();
            p1.Show();

            director.Construct(b2);
            Product p2 = b2.GetResult();
            p2.Show();

            Console.ReadKey();
        }
    }
}


然后下面是我写的使用unity实现建造者模式(builder mode)的unity代码:


using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class UIView
{
    protected Text mText;
    protected Text mBtnText;
    protected Image mImage;

    public void Init(Transform transform)
    {
        mText = Instantiate(transform, "UIView/MyText").GetComponent<Text>();
        Button button = Instantiate(transform, "UIView/Button").GetComponent<Button>();
        mBtnText = transform.Find("Button(Clone)/Text").GetComponent<Text>();
        mImage = Instantiate(transform, "UIView/Image").GetComponent<Image>();
    }

    protected GameObject Load(string path)
    {
        return Resources.Load<GameObject>(path);
    }

    protected GameObject Instantiate(Transform parent, string path)
    {
        GameObject go = GameObject.Instantiate(Load(path));
        go.transform.SetParent(parent, false);
        //go.transform.localScale = Vector3.one;
        //go.transform.position = Vector3.zero;
        return go;
    }

}

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public abstract class Builder : UIView
{
    public  abstract void BuilderMethodA();
   // protected abstract void BuilderMethodB();
    public abstract Product GetResult();
}

public class Product
{
    List<UIView> parts = new List<UIView>();

    public void Add(UIView go)
    {
        if (go is ConcreteBuilder1)
            parts.Add(go as ConcreteBuilder1);
        if (go is ConcreteBuilder2)
            parts.Add(go as ConcreteBuilder2);
    }

    public void Show()
    {
        foreach (UIView go in parts)
        {
            if(go is ConcreteBuilder1)
            {
                ConcreteBuilder1 b1 = go as ConcreteBuilder1;
                b1.BuilderMethodA();
            }
            if(go is ConcreteBuilder2)
            {
                (go as ConcreteBuilder2).BuilderMethodA();
            }
        }
    }
}

public class Director
{
    public void Construct(Builder builder)
    {
        builder.BuilderMethodA();
    }
}


using UnityEngine;
using System.Collections;

public class ConcreteBuilder1 : Builder
{
    private Product product = new Product();
    public override void BuilderMethodA()
    {
        mText.text = "建造者A";
        mBtnText.text = "建造者A按钮";
        mImage.color = Color.red;
    }

    public override Product GetResult()
    {
        return product;
    }
}

public class ConcreteBuilder2 : Builder
{
    private Product product = new Product();
    public override void BuilderMethodA()
    {
        mText.text = "建造者B";
        mBtnText.text = "建造者B按钮";
        mImage.color = Color.green;
    }

    public override Product GetResult()
    {
        return product;
    }
}



Test.cs

using UnityEngine;
using System.Collections;

public class Test : MonoBehaviour {

    void OnGUI()
    {
        if(GUI.Button(new Rect(100, 100, 120, 50), "按钮1"))
        {
            Director director = new Director();
            Builder b1 = new ConcreteBuilder1();

            b1.Init(this.transform);

            director.Construct(b1);
            Product p1 = b1.GetResult();
            p1.Show();
        }

        if (GUI.Button(new Rect(100, 200, 120, 50), "按钮2"))
        {
            
            Director director = new Director();
            Builder b2 = new ConcreteBuilder2();

            b2.Init(this.transform);

            director.Construct(b2);
            Product p2 = b2.GetResult();
            p2.Show();
        }
    }
}

运行效果图:





写在最后:

由于个人能力,对于实现建造者模式上,存在很大的不足,如果各位看官对此有建议,欢迎评论。在此致谢!!!



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