Comments (1)
定义一个使用武器的行为:
public interface WeaponBehavior {
void useWeapon();
}
定义具体的使用武器:
public class AxeBehavior implements WeaponBehavior {
@Override
public void useWeapon() {
System.out.println("使用斧头");
}
}
public class BowAndArrowBehavior implements WeaponBehavior {
@Override
public void useWeapon() {
System.out.println("使用弓箭");
}
}
public class KnifeBehavior implements WeaponBehavior {
@Override
public void useWeapon() {
System.out.println("使用宝剑");
}
}
定义角色的抽象类,角色的公共行为是使用武器,具体使用什么样的武器可根据策略调整。
public abstract class Role {
private WeaponBehavior weaponBehavior;
public void setWeaponBehavior(WeaponBehavior weaponBehavior) {
this.weaponBehavior = weaponBehavior;
}
public abstract void display();
public void attack() {
weaponBehavior.useWeapon();
}
}
实现具体的角色:
public class King extends Role {
@Override
public void display() {
System.out.println("我是国王");
}
}
public class Knight extends Role {
@Override
public void display() {
System.out.println("我是骑士");
}
}
通过上面定义,能够使角色根据策略动态的切换武器:
public class StategyMain {
public static void main(String[] args) {
King king = new King();
king.setWeaponBehavior(new AxeBehavior());
king.attack();
System.out.println("切换武器中......");
king.setWeaponBehavior(new BowAndArrowBehavior());
king.attack();
}
}
参考:
https://www.cnblogs.com/dotgua/p/strategy-pattern.html
from disign-patterns.
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