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定义枚举表示教程进度
首先用一个枚举,表示教程进行的不同程度
enum TutorialState{ GetGold, GetIron, KillEnemy, LevelUp}
定义角色类
无需多言,封装收集到的资源数、击杀敌人数量、角色等级和一些升级接口等
class Player{ private int ironNum; private int goldNum; private int enemyKilled; private int level; public int IronNum => ironNum; public int GoldNum => goldNum; public int EnemyKilled => enemyKilled; public int Level => level; public void CollectIron(int num) { ironNum += num; } public void CollectGold(int num) { goldNum += num; } public void KillEnemy() { enemyKilled++; } public void LevelUp() { level++; }}
定义教程类
定义一个教程类,包括
显示帮助文字以协助玩家通过当前教程步骤
判断玩家是否已经完成当前教程步骤,若是,切换到下一个步骤直到完成教程
class GameTutorial{ private TutorialState currentState; private Player player; public GameTutorial(Player player) { this.player = player; } public void ShowHelpDescription() { switch (currentState) { case TutorialState.GetGold: Console.WriteLine("Please follow instruction to get gold"); break; case TutorialState.GetIron: Console.WriteLine("Please follow instruction to get Iron"); break; case TutorialState.KillEnemy: Console.WriteLine("Please follow instruction to kill enemy"); break; case TutorialState.LevelUp: Console.WriteLine("Please follow instruction to Up your level"); break; default: throw new Exception("Not Support"); } } public void ValidateState() { switch (currentState) { case TutorialState.GetGold: { if (player.GoldNum > 0) { Console.WriteLine("Congratulations, you finished Gold Collect Phase"); currentState = TutorialState.GetIron; } else { Console.WriteLine("You need to collect gold"); } break; } case TutorialState.GetIron: { if (player.IronNum > 0) { Console.WriteLine("Congratulations, you finished Iron Collect Phase"); currentState = TutorialState.KillEnemy; } else { Console.WriteLine("You need to collect Iron"); } break; } case TutorialState.KillEnemy: { if (player.EnemyKilled > 0) { Console.WriteLine("Congratulations, you finished Enemy Kill Phase"); currentState = TutorialState.LevelUp; } else { Console.WriteLine("You need to kill enemy"); } break; } case TutorialState.LevelUp: { if (player.Level > 0) { Console.WriteLine("Congratulations, you finished the whole tutorial"); currentState = TutorialState.LevelUp; } else { Console.WriteLine("You need to level up"); } break; } default: throw new Exception("Not Support"); } }}
测试代码
static void Main(string[] args){ Player player = new Player(); GameTutorial tutorial = new GameTutorial(player); tutorial.ShowHelpDescription(); tutorial.ValidateState(); //收集黄金 player.CollectGold(1); tutorial.ValidateState(); tutorial.ShowHelpDescription(); //收集木头 player.CollectIron(1); tutorial.ValidateState(); tutorial.ShowHelpDescription(); //杀敌 player.KillEnemy(); tutorial.ValidateState(); tutorial.ShowHelpDescription(); //升级 player.LevelUp(); tutorial.ValidateState();}
运行结果
看起来一切都好。。编写的代码既能够根据当前步骤显示不同的提示,还可以成功的根据玩家的进度切换到下一个步骤。
于是,我自信满满的申请了code review,按照我的想法,这段代码通过code review应该是板上钉钉的事情,谁知,老大看到代码,差点没背过气去。。。稍微平复了一下心情之后,他给了我几个灵魂拷问。
GameTutorial需要知道各个步骤的满足条件和提示,它是不是知道的太多了?这符合迪米特法则吗?
如果我们游戏之后新增一个教程步骤,指导玩家升级武器,是不是GameTutorial需要修改?能有办法规避这种新增的改动吗?
如果我们要修改现在的教程步骤之间的顺序关系,GameTutorial是不是又不能避免要被动刀?能有办法尽量减少这种修改的工作量吗?
Switch case 在现有的情况下已经如此长,如果我们再加入新的步骤,这个方法会变成又臭又长的裹脚布吗?
本来以为如此简单的一个功能,没想到还是有那么多弯弯道道,只怪自己还是太年轻啊!最后他悠悠的告诉我,去看看状态模式吧,想想这段代码可以怎么重构。
状态模式出场
定义
对象拥有内在状态,当内在状态改变时允许其改变行为,这个对象看起来像改变了其类
有点意思,看来我们可以把教程的不同步骤抽象成不同的状态,然后在各个状态内部实现切换状态和显示帮助文档的逻辑,这样做的好处是
符合迪米特法则,把各个步骤所对应的逻辑推迟到子类,教程类就不需要了解每个步骤的逻辑细节,同时隔离了教程类和状态类,确保状态类的修改不会影响教程类
符合开闭原则,如果新添加步骤,我们仅仅需要添加步骤子类并修改相邻的步骤切换逻辑,教程类无需任何改动
接着我们看看UML,
一目了然,在我们的例子里面,state就是教程子步骤,context就是教程类,内部包含教程子步骤并转发请求给教程子步骤,我们跟着来重构一下代码吧。
代码重构
创建状态基类
第一步我们需要删除之前的枚举,取而代之的是一个抽象类当作状态基类,即,各个教程步骤类的基类。注意,每个子状态要自己负责状态切换,所以我们需要教程类暴露接口以满足这个功能。
abstract class TutorialState{ public abstract void ShowHelpDescription(); public abstract void Validate(GameTutorial tutorial);}
重构教程类
重构教程类体现在以下方面
添加内部状态表面当前处于哪个步骤,在构造函数中给予初始值
暴露接口以让子状态能修改当前状态以完成状态切换
因为需要子状态能访问玩家当前数据以判断是否能切换状态,需要新加接口以避免方法链
修改ShowHelpDescription和ValidateState的逻辑,直接转发方法调用至当前状态
class GameTutorial{ private TutorialState currentState; private Player player; public int PlayerIronNum => player.IronNum; public int PlayerLevel => player.Level; public int PlayerGoldNum => player.GoldNum; public int PlayerEnemyKilled => player.EnemyKilled; public void SetState(TutorialState state) { currentState = state; } public GameTutorial(Player player) { this.player = player; currentState = TutorialStateContext.GetGold; } public void ShowHelpDescription() { currentState.ShowHelpDescription(); } public void ValidateState() { currentState.Validate(this); }}
创建各个子状态
接着我们创建各个子状态代表不同的教程步骤
class TutorialSateGetGold : TutorialState{ public override void ShowHelpDescription() { Console.WriteLine("Please follow instruction to get gold"); } public override void Validate(GameTutorial tutorial) { if (tutorial.PlayerGoldNum > 0) { Console.WriteLine("Congratulations, you finished Gold Collect Phase"); tutorial.SetState(TutorialStateContext.GetIron); } else { Console.WriteLine("You need to collect gold"); } }}class TutorialStateGetIron : TutorialState{ public override void ShowHelpDescription() { Console.WriteLine("Please follow instruction to get Iron"); } public override void Validate(GameTutorial tutorial) { if (tutorial.PlayerIronNum > 0) { Console.WriteLine("Congratulations, you finished Iron Collect Phase"); tutorial.SetState(TutorialStateContext.KillEnemy); } else { Console.WriteLine("You need to collect iron"); } }}class TutorialStateKillEnemy : TutorialState{ public override void ShowHelpDescription() { Console.WriteLine("Please follow instruction to kill enemy"); } public override void Validate(GameTutorial tutorial) { if (tutorial.PlayerEnemyKilled > 0) { Console.WriteLine("Congratulations, you finished enemy kill Phase"); tutorial.SetState(TutorialStateContext.LevelUp); } else { Console.WriteLine("You need to collect kill enemy"); } }}class TutorialStateLevelUp : TutorialState{ public override void ShowHelpDescription() { Console.WriteLine("Please follow instruction to level up"); } public override void Validate(GameTutorial tutorial) { if (tutorial.PlayerLevel > 0) { Console.WriteLine("Congratulations, you finished the whole tutorial"); } }}
添加状态容器
这是模式中没有提到的知识点,一般来说,为了避免大量的子状态对象被创建,我们会构造一个状态容器,以静态变量的方式初始化需要使用的子状态。
static class TutorialStateContext{ public static TutorialState GetGold; public static TutorialState GetIron; public static TutorialState KillEnemy; public static TutorialState LevelUp; static TutorialStateContext() { GetGold = new TutorialSateGetGold(); GetIron = new TutorialStateGetIron(); KillEnemy = new TutorialStateKillEnemy(); LevelUp = new TutorialStateLevelUp(); }}
测试代码部分保持不变,直接运行,结果和原来一样,重构成功。
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