GoF中定义:
“将请求封装成为对象,让你可以将客户端的不同请求参数化,并配合队列、记录、复原等方法来执行请求的操作。”
实现命令模式的标准在于:
当请求被对象化后,对于请求对象是否有“管理”上的需求。如果有,则以命令模式实现。
“管理”指的是对命令的延迟或命令的暂存。
举个例子
红警(红色警戒)中训练美国大兵的命令
当点击时,开始倒计时产生大兵,再次点击时,显示数字“2”,表示要训练两个大兵
也就是第二个命令被暂存
当右键点击时,命令还可以撤销,数字由“2”变为了“1”,
也就是第二个命令被撤销了
命令的“暂存”和“撤销”用到的便是命令模式
还有一种应用场景
网游中,Client/Server间数据封包的传递,大多会使用命令模式来实现。
//负责执行命令1
public class Receiver1 {public Receiver1() { }public void Action(string Command) {Debug.Log("Receiver1.Action:Command["+Command+"]");} }
//负责执行命令2 public class Receiver2 {public Receiver2() { }public void Action(int Param){Debug.Log("Receiver2.Action:Command[" + Param.ToString() + "]");} }
//执行命令的界面 public abstract class Command {public abstract void Execute(); }
//将命令和Receiver绑定起来 public class ConcreteCommand1 : Command {Receiver1 m_Receiver = null;string m_Command = "";public ConcreteCommand1(Receiver1 Receiver,string Command) {m_Receiver = Receiver;m_Command = Command;}public override void Execute(){m_Receiver.Action(m_Command);} }public class ConcreteCommand2 : Command {Receiver2 m_Receiver = null;int m_Param = 0;public ConcreteCommand2(Receiver2 Receiver, int Param){m_Receiver = Receiver;m_Param = Param;}public override void Execute(){m_Receiver.Action(m_Param);} }
//命令管理者 public class Invoker {List<Command> m_Commands = new List<Command>();public void AddCommand(Command theCommand) {m_Commands.Add(theCommand);}public void ExecuteCommand() {foreach (Command theCommand in m_Commands) {theCommand.Execute();}m_Commands.Clear();} }
//测试类 public class TextCommand {void UnitText() {Invoker theInvoker = new Invoker();Command theCommand = null;theCommand = new ConcreteCommand1(new Receiver1(),"你好");theInvoker.AddCommand(theCommand);theCommand = new ConcreteCommand2(new Receiver2(),999);theInvoker.AddCommand(theCommand);theInvoker.ExecuteCommand();} }
运行结果
//Receiver.Action:Command[你好] //Receiver.Action:Param[999]
还有一种应用场景
网游中,Client/Server间数据封包的传递,大多会使用命令模式来实现。
文章整理自书籍《设计模式与游戏完美开发》 菜升达 著