我想创建一个简单的游戏并使用一个IoC容器。每个游戏都有玩家,所以我想将它们注入Game
课程。问题是,可能会有不同类型的球员。第一个玩家将永远是人类(设备所有者;)),但他的对手:人类(玩和传球),Bot或在线(人类,但通过互联网玩)。
这是代码。有不同的球员:
public class Human : IPlayer
{
public int Id { get; set; }
public string Name { get; set; }
public PlayerType Type { get; set; }
}
public class Bot : Human
{
}
public class OnlinePlayer : Human
{
}
public interface IPlayer
{
int Id { get; set; }
string Name { get; set; }
PlayerType Type { get; set; }
}
和Game
类:
public class Game : IGame
{
public GameType Type { get; private set; }
public List<IPlayer> Players { get; private set; }
public Game(GameType type, List<IPlayer> players)
{
Type = type;
Players = players;
}
}
public interface IGame
{
GameType Type { get; }
List<IPlayer> Players { get; }
}
正如您所看到的,我在Game的容器中注入了玩家列表。这是我的问题:
如果遇到差异类型List<IPlayer>
,我该如何解决GameType
?
如果GameType =单人游戏 - &gt;注入人类和机器人
如果GameType =通过和播放 - &gt;注入人与人
如果GameType =在线游戏 - &gt;注入Human和OnlinePlayer
答案 0 :(得分:4)
没有理由让它变得更加复杂。您可以添加类似in an Abstract Factory的内容:
if (gameType == GameType.Single)
return new Game(
GameType.Single,
new List<IPlayer> { CreateHuman(); CreateBot() });
else if (gameType == GameType.PassAndPlay)
return new Game(
GameType.PassAndPlay,
new List<IPlayer> { CreateHuman(); CreateHuman() });
else
return new Game(
GameType.Online,
new List<IPlayer> { CreateHuman(); CreateOnlinePlayer() });
答案 1 :(得分:2)
你可以使用Ninject,我在我工作的一些项目中使用这种方法, 并且非常简单,请参阅Ninject项目网站:https://github.com/ninject/Ninject/wiki/Contextual-Binding
关于你的评论我的建议是在实现IGame
interface`的具体类中选择游戏类型,参见示例:
public interface IGame
{
GameType Type { get; }
ReadOnlyCollection<IPlayer> Players { get; }
}
public class GameSingle : IGame
{
public GameSingle(List<IPlayer> players)
{
Players = players.AsReadOnly();
}
public GameType Type => GameType.Single;
public ReadOnlyCollection<IPlayer> Players { get; }
}
public class GameOnline : IGame
{
public GameOnline(List<IPlayer> players)
{
Players = players.AsReadOnly();
}
public GameType Type => GameType.Online;
public ReadOnlyCollection<IPlayer> Players { get; }
}
public class GamePlayAndPass : IGame
{
public GamePlayAndPass(List<IPlayer> players)
{
Players = players.AsReadOnly();
}
public GameType Type => GameType.PassAndPlay;
public ReadOnlyCollection<IPlayer> Players { get; }
}
现在在ninject的模块中:
Kernel.Bind<IPlayer>().To<Bott>().WhenInjectedExactlyInto<GameSingle>();
Kernel.Bind<IPlayer>().To<OnlinePlayer>().WhenInjectedExactlyInto<GameOnline>();
Kernel.Bind<IPlayer>().To<Human>().WhenInjectedExactlyInto<GamePlayAndPass>();
Kernel.Bind<IPlayer>().To<Human>();
然后你只需要定义注入IGame具体类XD的时间和地点。