定义:定义一个接口来封装一群对象的互动行为。中介者通过移除对象之间的引用,来减少它们之间的耦合度,并且能改变它们之间的互动性。
以运输业的运营方式来说中介者模式,可以解释为:
“设置一个物品集货中心,让所有收货点的物品都必须先集中到集货中心后,再分配出去,各集货地点之间不必知道其他集货点的位置,省去各自在货物运送上的浪费”。
不会引入太多其他的系统:使每一个游戏系统、玩家界面对外的依赖度缩小到只有一个类
系统被依赖的程度降低:每一个游戏系统或者玩家界面,当只在一个主要的类中被调用时,后期更改只影响主要的那一个类,因此减少系统维护的难度
总结:降低系统的耦合度,提升系统的可维护性。高内聚低耦合。
跟状态模式的通病一样,中介者模式也面临着接口过大的风险,可使用观察者模式来解决此问题。
下面是栗子
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Leon_Mediator
{
//用来管理Colleague物件的界面
public abstract class Leon_Mediator
{
public abstract void SendMessage(Colleague theColleague, string Message);
}
//Meidator所控管的Colleague
public abstract class Colleague
{
protected Leon_Mediator m_Mediator = null;
public Colleague(Leon_Mediator theMediator)
{
m_Mediator = theMediator;
}
//Mediator通知请求
public abstract void Request(string Message);
}
//实现Colleague的类别1
public class ConcreteColleague1 : Colleague
{
public ConcreteColleague1(Leon_Mediator theMediator) : base(theMediator) { }
//执行动作
public void Action()
{
//执行后需要通知其他Colleague
m_Mediator.SendMessage(this, "Colleague1发出通知");
}
//Mediator通知请求
public override void Request(string Message)
{
Debug.Log("ConcreteColleague1.Request" + Message);
}
}
//实现Colleague的类别2
public class ConcreteColleague2 : Colleague
{
public ConcreteColleague2(Leon_Mediator theMediator) : base(theMediator) { }
//执行动作
public void Action()
{
//执行后需要通知其他Colleague
m_Mediator.SendMessage(this, "Colleague2发出通知");
}
//Mediator通知请求
public override void Request(string Message)
{
Debug.Log("ConcreteColleague2.Request" + Message);
}
}
//实现Mediator界面,并集合管理Colleague物件
public class ConcreteMediator : Leon_Mediator
{
ConcreteColleague1 m_Colleague1 = null;
ConcreteColleague2 m_Colleague2 = null;
public void SetColleague1(ConcreteColleague1 theColleague)
{
m_Colleague1 = theColleague;
}
public void SetColleague2(ConcreteColleague2 theColleague)
{
m_Colleague2 = theColleague;
}
//收到由Colleague通知请求
public override void SendMessage(Colleague theColleague, string Message)
{
//收到Colleague1通知Colleague2
if (m_Colleague1 == theColleague)
m_Colleague2.Request(Message);
//收到Colleague2通知Colleague1
if (m_Colleague2 == theColleague)
m_Colleague1.Request(Message);
}
}
}
using Leon_Mediator;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Leon_MediatorTest : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
UnitTest();
}
void UnitTest()
{
//产生中介者
ConcreteMediator pMediator = new ConcreteMediator();
//产生两个Colleague
ConcreteColleague1 pColleague1 = new ConcreteColleague1(pMediator);
ConcreteColleague2 pColleague2 = new ConcreteColleague2(pMediator);
//设定给中介者
pMediator.SetColleague1(pColleague1);
pMediator.SetColleague2(pColleague2);
//执行
pColleague1.Action();
pColleague2.Action();
}
}