案例: 某即时战略游戏,你训练出来各种很强的战士。 为了增加游戏的可玩性,增加了一种复制魔法。实施该魔法,可以复制任意的战士。 你会怎样考虑这个设计? 在继续阅读之前,请先认真思考并写出你的设计,这样对你更好地理解本模式将会更有帮助。 分析: 1
案例:
某即时战略游戏,你训练出来各种很强的战士。
为了增加游戏的可玩性,增加了一种复制魔法。实施该魔法,可以复制任意的战士。
你会怎样考虑这个设计?
在继续阅读之前,请先认真思考并写出你的设计,这样对你更好地理解本模式将会更有帮助。
分析:
1.无疑增加一个复制的方法能解决这个问题。
2.专门写一个复制类吗?传入一个战士,然后返回一个复制的战士,这样可行吗?这样做有以下问题:
1)游戏还在设计中,战士的品种还会不断演变,每增加一个品种,或者修改某品种的战士,复制类就需要修改代码。
2)为了复制好战士,复制类需要访问战士内部的属性,这样战士类可能需要暴露内部信息。
通过“原型”这两个中文字来理解原型模式是有点难度的,我们往往会用“原型开发”的“原型”来理解。
我们看看英文原型(Prototype)的解释:
the first design of something from which other forms are copied or developed.
原型模式的要点:
1.利用现成对象制作新的对象。
2.被复制的对象,需要实现clone(克隆)接口:Soldier newSoldier = oldSoldier.Clone();
类图如下:
说明:
1.每种战士实现自己的复制方法,自己可以访问自己的内部信息,复制起来很方便,也不需要对外暴露内部信息。
2.增加或者修改战士的种类,只需要修改该类便可,其它代码不受影响。
请看下一文……
作者:张传波
创新工场创业课堂(敏捷课程)讲师
软件研发管理资深顾问
CMMI首席专家
《火球——UML大战需求分析》作者
《硬啃设计模式》作者
www.umlonline.org创办人

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