首页 > 解决方案 > 使用多态获取相同类型的实例

问题描述

我有下一个场景:有一个类负责管理应用程序的所有货币。所有货币都扩展了 Currency,因此它可以表现得像它。货币是抽象的,因此无法实例化。在应用程序的某些部分中,我将软货币、硬货币或事件货币作为成本货币,例如,玩家按下某个菜单上的某个购买按钮。这个动作触发了一次购买,购买有货币作为参考,在这个例子中它可以是costSoftCurrency。这个想法是,如果 PlayerCurrencies 收到货币,玩家货币会评估他的货币并返回相同类型的相关货币,然后您可以安全地减去成本。

我的问题是......如果没有这个可怕的如果,我怎么能得到同样的逻辑?我读到了双重调度,但我不知道它是否可以在这里应用。

有谁知道这是否可以实现?

public class PlayerCurrencies
{
    public SoftCurrency softCurrency = new SoftCurrency();
    public HardCurrency hardCurrency = new HardCurrency();
    public EventCurrency eventCurrency = new EventCurrency();

    public Currency GetCurrencyFromType(Currency currency)
    {
        if (currency is SoftCurrency)
        {
            return this.softCurrency;
        }

        if (currency is HardCurrency)
        {
            return this.hardCurrency;
        }

        if (currency is EventCurrency)
        {
            return this.eventCurrency;
        }

        return null;
    }
}

public abstract class Currency
{
    public float Value
    {
        get;
        set;
    }

    public void Add(Currency currency)
    {
        this.Value += currency.Value;
    }

    public void Substract(Currency currency)
    {
        this.Value -= currency.Value;
    }
}

public class EventCurrency : Currency
{

}

public class HardCurrency : Currency
{

}

public class SoftCurrency : Currency
{

}

internal class Program
{
    private static void Main(string[] args)
    {
        PlayerCurrencies playerCurrencies = new PlayerCurrencies();

        Currency costSoftCurrency = new SoftCurrency();
        Currency costHardCurrency = new HardCurrency();

        playerCurrencies.GetCurrencyFromType(costSoftCurrency).Substract(costSoftCurrency); // there i get a SoftCurrency from Player Currencies 
        playerCurrencies.GetCurrencyFromType(costHardCurrency).Substract(costHardCurrency); // there i get a HardCurrency from Player Currencies 
    }
}

标签: c#architecturepolymorphism

解决方案


我会为此使用工厂方法设计模式,因为它专门用于您使用子类来确定应该创建哪些类的时候。这基本上就是你在这里所做的。我最初的回答提到了反射,因为我在链接到的网站上看到了映射配置,并认为这很酷,但是在昨晚考虑之后,它也有很多开销。使用字典绕过 if 块或 switch 语句会更简单和更快。

这就是我要添加/更改您的代码的内容:

//The Factory class that creates the different types of currency based
//on a name parameter
static class CurrencyFactory
{
    private static readonly Dictionary<string, Currency> _currencyDictionary =
        new Dictionary<string, Currency>
    {
        { "HardCurrency", new HardCurrency() },
        { "SoftCurrency", new SoftCurrency() },
        { "EventCurrency", new EventCurrency() }
    };

    public static Currency Create(string currencyTypeName)
    {
        return _currencyDictionary[currencyTypeName];
    }
}

internal class Program
{
    private static void Main(string[] args)
    {
        //This class will no longer be needed as it is redundant
        PlayerCurrencies playerCurrencies = new PlayerCurrencies();

        var costSoftCurrency = CurrencyFactory.Create("softCurrency");
        var costHardCurrency = CurrencyFactory.Create("hardCurrency");

        //I wasn't sure of your goals here so I kept it as is,
        //but as I said above, playerCurrencies won't be needed.
        playerCurrencies.GetCurrencyFromType(costSoftCurrency)
            .Substract(costSoftCurrency); // there i get a SoftCurrency from Player Currencies 

        playerCurrencies.GetCurrencyFromType(costHardCurrency)
            .Substract(costHardCurrency); // there i get a HardCurrency from Player Currencies 
    }
}

您可以在此处找到更详尽的示例和对该模式的详细解释:https ://dev.to/gary_woodfine/how-to-use-factory-method-design-pattern-in-c-3ia3


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