动态的给一个对象添加一些额外的职责,就增长功能来讲,装饰模式比生产子类更加灵活——《大话设计模式》。【结构型模式】设计模式
1.结构类的实现:ide
Component定义一个对象接口,能够给这些对象动态的添加职责。性能
ConcreteComponent定义具体的对象,能够给这个对象添加一些职责。学习
/// <summary> /// 元件类 /// 被装饰的抽象对象 /// </summary> public abstract class Component { /// <summary> /// 对象的抽象操做 /// </summary> public abstract void Operation(); } /// <summary> /// 具体元件 /// </summary> public class ConcreteComponent : Component { /// <summary> /// 对象的具体操做 /// </summary> public override void Operation() { Console.WriteLine("元件具体操做!"); } }
Decorator,装饰抽象类,继承Component,从外类来扩展Component的功能,但对于Component来讲,无需知道Decorator的存在。this
/// <summary> /// 装饰类 /// 装饰操做的抽象类 /// </summary> public abstract class Decorator : Component { /// <summary> /// 被装饰的元件 /// </summary> protected Component component; /// <summary> /// 设置元件 /// </summary> /// <param name="component">被装饰的对象</param> public void SetComponent(Component component) { this.component = component; } /// <summary> /// 装饰操做 /// 从新Operation(),实际执行的是Component的Operation() /// </summary> public override void Operation() { if (component != null) { component.Operation(); } } } /// <summary> /// 具体装饰类A /// </summary> public class ConcreteDecoratorA : Decorator { /// <summary> /// 装饰A独有的属性 /// 区别其余装饰类 /// </summary> private string addedState; /// <summary> /// 装饰类B的操做 /// </summary> public override void Operation() { base.Operation(); addedState = "我是装饰A"; Console.WriteLine(addedState); } } /// <summary> /// 具体装饰类B /// </summary> public class ConcreteDecoratorB : Decorator { /// <summary> /// 装饰类B的独有操做 /// 区别其余装饰类 /// </summary> private void AddedBehavior() { Console.WriteLine("装饰类B的独有操做"); } /// <summary> /// 装饰类B的操做 /// </summary> public override void Operation() { base.Operation(); AddedBehavior(); Console.WriteLine("装饰类B的操做"); } }
客户端spa
ConcreteComponent cc = new ConcreteComponent(); Decorator cda = new ConcreteDecoratorA(); Decorator cdb = new ConcreteDecoratorB(); cda.SetComponent(cc); cdb.SetComponent(cda); cdb.Operation(); Console.WriteLine("*********************************");
执行结果设计
2.装饰器模式之DOTA英雄学习技能调试
英雄每次上级,会获得一个技能点学习技能。具体的英雄就至关于【ConcreteComponent】,技能栏就至关于【Decorator】,具体的技能就至关于【ConcreteDecoratorA】,【ConcreteDecoratorB】code
英雄component
/// <summary> /// 英雄抽象类 /// </summary> public abstract class Hero { public string HeroName; public abstract void LearnSkill(); } /// <summary> /// 具体英雄 /// 剑圣 /// </summary> public class JUGG : Hero { public JUGG(string heroName) { HeroName = heroName; } public override void LearnSkill() { Console.WriteLine(HeroName + "学习了以上技能"); } }
技能
/// <summary> /// 技能栏,继续学技能 /// </summary> public abstract class SkillDecorator : Hero { private Hero hero; public string skillName; public SkillDecorator(Hero hero, string skillName) { this.hero = hero; this.skillName = skillName; } public override void LearnSkill() { if (hero != null) { hero.LearnSkill(); } } } /// <summary> /// 具体的技能Q /// </summary> public class QSkill : SkillDecorator { public QSkill(Hero hero, string skillName) : base(hero, skillName) { } public override void LearnSkill() { LearnQSkill(); base.LearnSkill(); } /// <summary> /// Q 技能 特性 /// </summary> public void LearnQSkill() { Console.WriteLine("学习了{0}技能!", skillName); } } /// <summary> /// 具体的技能W /// </summary> public class WSkill : SkillDecorator { public WSkill(Hero hero, string skillName) : base(hero, skillName) { } public override void LearnSkill() { LearnWSkill(); base.LearnSkill(); } /// <summary> /// W 技能 特性 /// </summary> public void LearnWSkill() { Console.WriteLine("学习了{0}技能!", skillName); } }
客户端
Hero jugg = new JUGG("剑圣"); SkillDecorator q = new QSkill(jugg, "剑刃风暴"); SkillDecorator w = new WSkill(q, "治疗守卫"); w.LearnSkill();
结果
请多多指教~