unity学习笔记-状态模式

当游戏中某个需求有很明确的状态划分

使用方法:

Context:状态的拥有者

State: 状态的接口,提供一个Handle方法,用来处理当前状态下的游戏逻辑处理,需要实现类来实现具体逻辑,有多少个状态就有多少个实现类

运用例子:场景切换

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

public class 状态模式 :MonoBehaviour{

    void Start()
    {
        Context context = new Context();

        //默认状态
        context.SetSate(new ConcreteSateA(context));

        //状态调用
        context.Handle(20);
        context.Handle(5);
        context.Handle(20);
    }

}

/// <summary>
/// 状态拥有者
/// </summary>
public class Context
{
    private Istate mState;

    public void SetSate(Istate State)
    {
        mState = State;
    }

    public void Handle(int arges)
    {
        mState.Handle(arges);
    }
}

/// <summary>
/// 状态接口
/// </summary>
public interface Istate
{
    void Handle(int arges);
}

/// <summary>
/// 具体状态
/// </summary>
public class ConcreteSateA : Istate
{
    private Context mContext;
    public ConcreteSateA(Context context)
    {
        mContext = context;
    }
    public void Handle(int arges)
    {
        //状态转换判断
        if (arges>10)
        {
            mContext.SetSate(new ConcreteSateB(mContext));
        }
        Debug.Log("ConcreteSateA.Handle" + arges);

    }
}

/// <summary>
/// 具体状态B
/// </summary>
public class ConcreteSateB : Istate
{
    private Context mContext;
    public ConcreteSateB(Context context)
    {
        mContext = context;
    }
    public void Handle(int arges)
    {
        //状态转换判断
        if (arges <= 10)
        {
            mContext.SetSate(new ConcreteSateA(mContext));
        }
        Debug.Log("ConcreteSateB.Handle" + arges);
    }
}

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转载自blog.csdn.net/huangzhenxun/article/details/81916873