状态模式

  1. State Pattern
  2. 实现

State Pattern

  状态模式把对象每一个状态的行为封装在对象内部。避免大量状态逻辑杂糅。

实现

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package state

import "fmt"

type State interface{
NextState()State
Update()
}

type GameStartState struct{

}

type GameRunState struct{

}

type GameEndState struct{

}

func (this *GameStartState)NextState()State{
fmt.Println("Start Next")
return new(GameRunState)
}

func (this *GameStartState) Update(){
fmt.Println("Game Start")

}

func (this *GameRunState)NextState()State{
fmt.Println("Run Next")
return new(GameEndState)
}

func (this *GameRunState) Update(){
fmt.Println("Run")
}

func (this *GameEndState)NextState()State{
return new(GameStartState)
}

func (this *GameEndState) Update(){
fmt.Println("End")
}

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package main

import (
"projects/DesignPatternsByGo/behavioralPatterns/state"
"time"
)

func stateMechine(state state.State, ch chan int) {
for {
select {
case i := <-ch:
if i == 1 {
state = state.NextState()
} else if i == 0 {
return
}
default:
state.Update()
}
}
}

func main() {
st := new(state.GameStartState)
ch := make(chan int)
go stateMechine(st, ch)
time.Sleep(time.Second * 3)
ch <- 1
time.Sleep(time.Second * 3)
ch <- 1
time.Sleep(time.Second * 3)
ch <- 0
time.Sleep(time.Second * 3)
}

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