摘錄自:設(shè)計(jì)模式與游戲完美開發(fā)
十年磨一劍,作者將設(shè)計(jì)模式理論巧妙地融入到實(shí)踐中,以一個(gè)游戲的完整實(shí)現(xiàn)呈現(xiàn)設(shè)計(jì)模式的應(yīng)用及經(jīng)驗(yàn)的傳承 《軒轅劍》之父——蔡明宏、資深游戲制作人——李佳澤、Product Evangelist at Unity Technologies——Kelvin Lo、信仁軟件設(shè)計(jì)創(chuàng)辦人—— 賴信仁、資深3D游戲美術(shù)——?jiǎng)⒚鲪? 聯(lián)合推薦全書采用了整合式的項(xiàng)目教學(xué),即以一個(gè)游戲的范例來應(yīng)用23種設(shè)計(jì)模式的實(shí)現(xiàn)貫穿全書,讓讀者學(xué)習(xí)到整個(gè)游戲開發(fā)的全過程和作者想要傳承的經(jīng)驗(yàn),并以淺顯易懂的比喻來解析難以理解的設(shè)計(jì)模式,讓想深入了解此領(lǐng)域的讀者更加容易上手。
工程GitHub
FLYWEIGHT—每天跟MM發(fā)短信,手指都累死了,最近買了個(gè)新手機(jī),可以把一些常用的句子存在手機(jī)里,要用的時(shí)候,直接拿出來,在前面加上MM的名字就可以發(fā)送了,再不用一個(gè)字一個(gè)字敲了。共享的句子就是Flyweight,MM的名字就是提取出來的外部特征,根據(jù)上下文情況使用。
享元模式:FLYWEIGHT在拳擊比賽中指最輕量級(jí)。享元模式以共享的方式高效的支持大量的細(xì)粒度對(duì)象。享元模式能做到共享的關(guān)鍵是區(qū)分內(nèi)蘊(yùn)狀態(tài)和外蘊(yùn)狀態(tài)。內(nèi)蘊(yùn)狀態(tài)存儲(chǔ)在享元內(nèi)部,不會(huì)隨環(huán)境的改變而有所不同。外蘊(yùn)狀態(tài)是隨環(huán)境的改變而改變的。外蘊(yùn)狀態(tài)不能影響內(nèi)蘊(yùn)狀態(tài),它們是相互獨(dú)立的。將可以共享的狀態(tài)和不可以共享的狀態(tài)從常規(guī)類中區(qū)分開來,將不可以共享的狀態(tài)從類里剔除出去。客戶端不可以直接創(chuàng)建被共享的對(duì)象,而應(yīng)當(dāng)使用一個(gè)工廠對(duì)象負(fù)責(zé)創(chuàng)建被共享的對(duì)象。享元模式大幅度的降低內(nèi)存中對(duì)象的數(shù)量。
using UnityEngine;
using System.Collections.Generic;
namespace DesignPattern_Flyweight
{
// 可以被共用的Flyweight介面
public abstract class Flyweight
{
protected string m_Content; //顯示的內(nèi)容
public Flyweight(){}
public Flyweight(string Content)
{
m_Content= Content;
}
public string GetContent()
{
return m_Content;
}
public abstract void Operator();
}
// 共用的元件
public class ConcreteFlyweight : Flyweight
{
public ConcreteFlyweight(string Content):base( Content )
{
}
public override void Operator()
{
Debug.Log("ConcreteFlyweight.Content["+m_Content+"]");
}
}
// 不共用的元件(可以不必繼承)
public class UnsharedConcreteFlyweight //: Flyweight
{
Flyweight m_Flyweight = null; // 共享的元件
string m_UnsharedContent; // 不共享的元件
public UnsharedConcreteFlyweight(string Content)
{
m_UnsharedContent = Content;
}
// 設(shè)定共享的元件
public void SetFlyweight(Flyweight theFlyweight)
{
m_Flyweight = theFlyweight;
}
public void Operator()
{
string Msg = string.Format("UnsharedCoincreteFlyweight.Content[{0}]",m_UnsharedContent);
if( m_Flyweight != null)
Msg += "包含了:" + m_Flyweight.GetContent();
Debug.Log(Msg);
}
}
// 負(fù)責(zé)產(chǎn)生Flyweight的工廠介面
public class FlyweightFactor
{
Dictionary<string,Flyweight> m_Flyweights = new Dictionary<string,Flyweight>();
// 取得共用的元件
public Flyweight GetFlyweight(string Key,string Content)
{
if( m_Flyweights.ContainsKey( Key) )
return m_Flyweights[Key];
// 產(chǎn)生并且設(shè)定內(nèi)容
ConcreteFlyweight theFlyweight = new ConcreteFlyweight( Content );
m_Flyweights[Key] = theFlyweight;
Debug.Log ("New ConcreteFlyweigh Key["+Key+"] Content["+Content+"]");
return theFlyweight;
}
// 取得元件(只取得不共用的Flyweight)
public UnsharedConcreteFlyweight GetUnsharedFlyweight(string Content)
{
return new UnsharedConcreteFlyweight( Content);
}
// 取得元件(包含共用部份的Flyweight)
public UnsharedConcreteFlyweight GetUnsharedFlyweight(string Key,string SharedContent,string UnsharedContent)
{
// 先取得共用的部份
Flyweight SharedFlyweight = GetFlyweight(Key, SharedContent);
// 產(chǎn)出元件
UnsharedConcreteFlyweight theFlyweight = new UnsharedConcreteFlyweight( UnsharedContent);
theFlyweight.SetFlyweight( SharedFlyweight ); // 設(shè)定共享的部份
return theFlyweight;
}
}
}
using UnityEngine;
using System.Collections;
using DesignPattern_Flyweight;
public class FlyweightTest : MonoBehaviour {
// Use this for initialization
void Start () {
UnitTest();
}
void UnitTest () {
// 元件工廠
FlyweightFactor theFactory = new FlyweightFactor();
// 產(chǎn)生共用元件
theFactory.GetFlyweight("1","共用元件1");
theFactory.GetFlyweight("2","共用元件1");
theFactory.GetFlyweight("3","共用元件1");
// 取得一個(gè)共用元件
Flyweight theFlyweight = theFactory.GetFlyweight("1","");
theFlyweight.Operator();
// 產(chǎn)生不共用的元件
UnsharedConcreteFlyweight theUnshared1 = theFactory.GetUnsharedFlyweight("不共用的資訊1");
theUnshared1.Operator();
// 設(shè)定共用元件
theUnshared1.SetFlyweight( theFlyweight );
// 產(chǎn)生不共用的元件2,並指定使用共用元件1
UnsharedConcreteFlyweight theUnshared2 = theFactory.GetUnsharedFlyweight("1","","不共用的資訊2");
// 同時(shí)顯示
theUnshared1.Operator();
theUnshared2.Operator();
}
}