如果再回到从前 备忘录模式
18.1 如果再给我一次机会......
18.2 游戏存进度
namespace 备忘录模式 { class Program { static void Main(string[] args) { //大战Boss前, GameRole lixiaoyao = new GameRole(); lixiaoyao.GetInitState(); lixiaoyao.StateDisplay(); //保存进度, GameRole backup = new GameRole(); backup.Vitality = lixiaoyao.Vitality; backup.Attack = lixiaoyao.Attack; backup.Defense = lixiaoyao.Defense; //大战Boss时,损耗严重, lixiaoyao.Fight(); lixiaoyao.StateDisplay(); //恢复之前状态, lixiaoyao.Vitality = backup.Vitality; lixiaoyao.Attack = backup.Attack; lixiaoyao.Defense = backup.Defense; lixiaoyao.StateDisplay(); Console.Read(); } } //游戏角色类, class GameRole { //生命力, private int vit; public int Vitality { get { return vit; } set { vit = value; } } //攻击力, private int atk; public int Attack { get { return atk; } set { atk = value; } } //防御力, private int def; public int Defense { get { return def; } set { def = value; } } //状态显示, public void StateDisplay() { Console.WriteLine("角色当前状态:"); Console.WriteLine("体力:{0}", this.vit); Console.WriteLine("攻击力:{0}", this.atk); Console.WriteLine("防御力:{0}", this.def); Console.WriteLine(""); } //获得初始状态, public void GetInitState() { this.vit = 100; this.atk = 100; this.def = 100; } //战斗, public void Fight() { this.vit = 0; this.atk = 0; this.def = 0; } } }
18.3 备忘录模式
在不破坏封装性的前提下,捕获一个对象的内部状态,并在该对象之外保存这个状态,这样以后就可将该对象恢复到原先的保存状态,
18.4 备忘录模式基本代码
namespace 备忘录模式 { class Program { static void Main(string[] args) { Originator o = new Originator(); o.State = "On"; //Originator初始状态,状态属性为On, o.Show(); Caretaker c = new Caretaker(); c.Memento = o.CreateMemento(); //保存状态时,由于有了很好的封装,可以隐藏Originator的实现细节, o.State = "Off"; //Originator改变了状态属性为Off, o.Show(); o.SetMemento(c.Memento); //恢复原初始状态, o.Show(); Console.Read(); } } //发起人类, class Originator { //需要保存的属性,可能有多个, private string state; public string State { get { return state; } set { state = value; } } //创建备忘录,将当前需要保存的信息导入并实例化一个Memento类, public Memento CreateMemento() { return (new Memento(state)); } //恢复备忘录,将Memento导入并将相关数据恢复, public void SetMemento(Memento memento) { state = memento.State; } //显示数据, public void Show() { Console.WriteLine("State=" + state); } } //备忘录类, class Memento { private string state; //构造函数,将相关数据导入, public Memento(string state) { this.state = state; } //需要保存的属性,可以是多个, public string State { get { return state; } } } //管理者类, class Caretaker { private Memento memento; //得到或设置备忘录, public Memento Memento { get { return memento; } set { memento = value; } } } }
就是把要保存的细节封装在了Memento中,哪一天要更改保存的细节也不用影响客户端了,
备忘录模式都用在什么场合?Memento模式比较适用于功能比较复杂的,但需要维护或记录属性历史的类,或者需要保存的属性只是众多属性中的一小部分时,Originator可以根据保存的Memento信息还原到前一状态,
如果在某个系统中使用命令模式时,需要实现命令的撤销功能,那么命令模式可以使用备忘录模式来存储可撤销操作的状态,
有时一些对象的内部信息必须保存在对象以外的地方,但是必须要由对象自己读取,这时,使用备忘录可以把复杂的对象内部信息对其它的对象屏蔽起来,
最大的的作用还是在当角色的状态改变的时候,有可能这个状态无效,这时候就可以使用暂时存储起来的备忘录将状态复原,
18.5 游戏进度备忘
namespace 备忘录模式 { class Program { static void Main(string[] args) { //大战Boss前, GameRole lixiaoyao = new GameRole(); lixiaoyao.GetInitState(); lixiaoyao.StateDisplay(); //保存进度, RoleStateCaretaker stateAdmin = new RoleStateCaretaker(); stateAdmin.Memento = lixiaoyao.SaveState(); //大战Boss时,损耗严重, lixiaoyao.Fight(); lixiaoyao.StateDisplay(); //恢复之前状态, lixiaoyao.RecoveryState(stateAdmin.Memento); lixiaoyao.StateDisplay(); Console.Read(); } } //游戏角色类, class GameRole { //生命力, private int vit; public int Vitality { get { return vit; } set { vit = value; } } //攻击力, private int atk; public int Attack { get { return atk; } set { atk = value; } } //防御力, private int def; public int Defense { get { return def; } set { def = value; } } //状态显示, public void StateDisplay() { Console.WriteLine("角色当前状态:"); Console.WriteLine("体力:{0}", this.vit); Console.WriteLine("攻击力:{0}", this.atk); Console.WriteLine("防御力:{0}", this.def); Console.WriteLine(""); } //保存角色状态, public RoleStateMemento SaveState() { return (new RoleStateMemento(vit, atk, def)); } //恢复角色状态, public void RecoveryState(RoleStateMemento memento) { this.vit = memento.Vitality; this.atk = memento.Attack; this.def = memento.Defense; } //获得初始状态, public void GetInitState() { this.vit = 100; this.atk = 100; this.def = 100; } //战斗, public void Fight() { this.vit = 0; this.atk = 0; this.def = 0; } } //角色状态存储箱, class RoleStateMemento { private int vit; private int atk; private int def; //将生命力,攻击力,防御力,存入状态存储箱对象中, public RoleStateMemento(int vit, int atk, int def) { this.vit = vit; this.atk = atk; this.def = def; } //生命力, public int Vitality { get { return vit; } set { vit = value; } } //攻击力, public int Attack { get { return atk; } set { atk = value; } } //防御力, public int Defense { get { return def; } set { def = value; } } } //角色状态管理者, class RoleStateCaretaker { private RoleStateMemento memento; public RoleStateMemento Memento { get { return memento; } set { memento = value; } } } }