C#设计模式[001]
意图
动态地给一个对象添加一些额外的职责。就增加功能来说,Decorator模式相比生成子类更为灵活。
场景
在设计网络游戏的武器系统时,开始并没有考虑到武器的强化和磨损。之后,策划人员说希望给游戏增加强化系统和修理系统,那么我们的武器类型就需要对外提供强化、磨损、修理等方法了。发生这种改动是我们最不愿意看到的,按照设计原则,我们希望功能的扩展尽可能不要修改原来的程序。你可能会想到使用继承来实现,但是策划人员的需求是有的武器能磨损能修理,不能强化,有的武器能强化,但是不会磨损,有的武器既能强化还能磨损和修理。遇到这样的情况,继承的方案可能不适合了,一来继承的层次可能会很多,二来子类的数量可能会很多。
由此,引入装饰模式来解决这个问题。装饰模式使得我们能灵活赋予类额外的职责,并且使得设计和继承相比更合理。
示例代码
以下是引用片段: using System; using System.Collections.Generic; using System.Text; namespace DecoratorExample { class Program { static void Main(string[] args) { Weapon w = new Rifle(); w.ShowInfo(); Enhance enhancedWeapon = new Enhance(w); enhancedWeapon.EnhanceAmmo(); enhancedWeapon.ShowInfo(); Wear wornWeapon = new Wear(w); wornWeapon.WearByRate(0.8); wornWeapon.ShowInfo(); } } abstract class Weapon { private double ammo; public double Ammo { get { return ammo; } set { ammo = value; } } private double attack; public double Attack { get { return attack; } set { attack = value; } } private double speed; public double Speed { get { return speed; } set { speed = value; } } private string name; public string Name { get { return name; } set { name = value; } } public abstract void ShowInfo(); } class Rifle : Weapon { public Rifle() { this.Ammo = 100; this.Attack = 10; this.Speed = 5; this.Name = "Rifle"; } public override void ShowInfo() { Console.WriteLine(string.Format("ammo\t{0}", Ammo)); Console.WriteLine(string.Format("attack\t{0}", Attack)); Console.WriteLine(string.Format("speed\t{0}", Speed)); Console.WriteLine(string.Format("name\t{0}", Name)); } } abstract class Decorator : Weapon { protected Weapon w; public Decorator(Weapon w) { this.w = w; } public override void ShowInfo() { w.ShowInfo(); } } class Enhance : Decorator { public Enhance(Weapon w) : base(w) { } public void EnhanceAmmo() { w.Ammo += 20; Console.WriteLine(">>>>>>>>>>>>Enhanced"); } } class Wear : Decorator { public Wear(Weapon w) : base(w) { } public void WearByRate(double rate) { w.Speed = w.Speed * rate; w.Attack = w.Attack * rate; Console.WriteLine(">>>>>>>>>>>>Worn"); } } } |