幾個要點:模式使目標與觀察都之間的依賴關系達到松耦合、通知會自動傳播
例子:玩家擊中敵人後發生一系列變化:發後爆炸、敵人少1個....
namespace adapterpattern
{
public partial class observerDelegateForm : Form
{
public observerDelegateForm()
{
InitializeComponent();
BaseData.EnemyNumber = 100;
}
private void btnDisplay_Click(object sender, EventArgs e)
{
ExplosionEvent explosionEvent = new ExplosionEvent();//觀察員1
Enemy enemy = new Enemy();//觀察員2
player p1 = new player1();
p1.Update += new EventHandler(explosionEvent.ExplosionMax);//委托加入觀察員1
p1.Update += new EventHandler(enemy.Decrease);//委托中加入觀察員2
listBox1.Items.Add(p1.Display());
}
}
public static class BaseData//數據中轉站
{
public static string DisplayString { get; set; }
public static int EnemyNumber { get; set; }
}
public delegate void EventHandler();//事件處理程序的委托
public abstract class player
{
public event EventHandler Update;//聲明一事件update
protected virtual void Notify()//對加入事件執行通知
{
if (Update != null)
{
Update ();
}
}
public abstract string Display();
}
public class player1 : player
{
public override string Display()
{
Notify ();//通知觀察員;
return BaseData.DisplayString + BaseData.EnemyNumber.ToString();
}
}
public class ExplosionEvent //觀察員1
{
public void ExplosionMax()
{
BaseData.DisplayString = 顯示大爆炸;
}
public void ExplosionMin()
{
BaseData.DisplayString = 顯示小爆炸;
}
//.....
}
public class Enemy //觀察員2
{
public void Decrease()
{
BaseData.EnemyNumber -= 1; //敵人數減少1個;
}
//.....
}
}