备忘录模式(Memento Pattern)

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备忘录模式(Memento Pattern):
在不破环封装性的前提下,捕获一个对象的内部状态,并在该对象之外保存这个状态。这样以后就可以将该对象回复到
保存前的状态。

/// <summary>
    /// Originator:负责创建一个备忘录(Memento),用以记录当前时刻它的内部状态,并可以使用备忘录回复
    /// 内部状态。Originator可根据需要决定Memento存储Originator的哪些内部状态
    /// </summary>
    class Originator
    {
        private string state;
        //需要保存的属性,可能有多个
        public string State
        {
            get { return state; }
            set { state = value; }
        }
        //创建备忘录
        public Memento CreateMemento()
        {
            return new Memento(state);
        }

        //回复备忘录
        public void SetMemento(Memento memento)
        {
            state = memento.State;
        }

        public void Show()
        {
            Console.WriteLine("State="+state);
        }
    }

    /// <summary>
    /// 备忘录:负责存储Originator对象的内部状态,并可防止Originator以外的其他对象访问备忘录Memento。
    /// 备忘录有两个接口,Caretaker只能看到备忘录的窄接口,它只能将备忘录传递给其他对象。
    /// Originator能够看到一个宽接口,允许它访问返回到先前状态所需的所有数据
    /// </summary>
    class Memento
    {
        private string state;

        //构造方法,讲相关数据导入
        public Memento(string state)
        {
            this.state = state;
        }
        //需要保存的属性,可能有多个
        public string State
        {
            get { return state; }
        }
    }

    /// <summary>
    /// 管理者:负责保存好备忘录Memento,不能对备忘录的内容进行操作或检查。
    /// </summary>
    class Caretaker
    {
        private Memento memento;
        //得到或设置备忘录
        internal Memento Memento
        {
            get { return memento; }
            set { memento = value; }
        }

    }

    class Program
    {
        static void Main()
        {
            //初始状态为On
            Originator o = new Originator();
            o.State = "On";
            o.Show();

            //保存当前状态
            //由于有了很好的封装性,可以隐藏Originator的实现细节
            Caretaker c = new Caretaker();
            c.Memento = o.CreateMemento();

            o.State = "Off";
            o.Show();

            //回复初始状态
            o.SetMemento(c.Memento);
            o.Show();
        }
    }

 优势和缺陷:
 把保存的细节封装在了Memento中,那一天要更改保存的细节也不用影响客户端。

 应用:
 (1)对象状态的备忘足以使对象可以完全恢复到原来的状态。
 (2)使用一个直接的接口来取得状态会使实现细节过程花,这样会打破对象的封装性。

 实例:游戏进度备忘

 

/// <summary>
    /// 游戏角色类
    /// Originator类
    /// </summary>
    public class GameRole
    {
        //生命力
        private int vit;

        public int Vitality
        {
            get { return vit; }
            set { vit = value; }
        }
       
        //攻击力
        private int atk;

        public int Attack
        {
            get { return atk; }
            set { atk = value; }
        }

        //防御力
        private int def;

        public int Defense
        {
            get { return def; }
            set { def = value; }
        }

        //状态显示
        public void StateDisplay()
        {
            Console.WriteLine("角色当前状态:");
            Console.WriteLine("体力:{0}",vit);
            Console.WriteLine("攻击力:{0}",atk);
            Console.WriteLine("防御力:{0}", def);
            Console.WriteLine();
        }

        //获取初始状态
        public void GetInitState()
        {
            this.vit = 100;
            this.atk = 100;
            this.def = 100;
        }
        //战斗完时,状态全部为0
        public void Fight()
        {
            this.vit = 0;
            this.atk = 0;
            this.def = 0;
        }

        public RoleStateMemento SaveState()
        {
            return new RoleStateMemento(vit,atk,def);
        }

        public void RecoveryState(RoleStateMemento memento)
        {
            this.vit = memento.Vitality;
            this.atk = memento.Attack;
            this.def = memento.Defense;
        }

    }

    public class RoleStateMemento
    {
        private int vit;
        private int atk;
        private int def;

        public RoleStateMemento(int vit, int atk, int def)
        {
            this.vit = vit;
            this.atk = atk;
            this.def = def;
        }

        //生命力
        public int Vitality
        {
            get { return vit; }
            set { vit = value; }
        }

        //攻击力
        public int Attack
        {
            get { return atk; }
            set { atk = value; }
        }

        //防御力
        public int Defense
        {
            get { return def; }
            set { def = value; }
        }
    }

    public class RoleStateCaretaker
    {
        private RoleStateMemento memento;

        public RoleStateMemento Memento
        {
            get { return memento; }
            set { memento = value; }
        }

    }

 

客户端调用

//备忘录模式
            GameRole gr = new GameRole();
            gr.GetInitState();
            gr.StateDisplay();

            //保存进度
            RoleStateCaretaker stateAdmin = new RoleStateCaretaker();
            stateAdmin.Memento = gr.SaveState();

            gr.Fight();
            gr.StateDisplay();

            //恢复
            gr.RecoveryState(stateAdmin.Memento);
            gr.StateDisplay();