在现在做的游戏开发的项目中,需要根据道具类型调用不同的接口,通常的写法是用
switch(itemType) { case ...; case ...; . . . }
这样写的话,如果将来有新增情况会导致case越来越多 ,不好。
正好项目中使用了boost库,结果想了个解决方案:
typedef boost::function<void(long long, int)> TypeOnUseItemHandler; // 回调函数返回void 参数一个是long long型,一个是int型 map<int, TypeOnUseItemHandler> _handlers; // 定义map<key, value> key是case的条件 value是执行的接口
// 注册 _handlers[ItemSpecialAttrId::TimeOfDuration] = boost::bind(&ItemManager::UseTimeOfDuration, this, _1, _2); _handlers[ItemSpecialAttrId::StorgeHpVolume] = boost::bind(&ItemManager::UseStorgeHpVolume, this, _1, _2); _handlers[ItemSpecialAttrId::IsGetItem] = boost::bind(&ItemManager::UseIsGetItem, this, _1, _2); _handlers[ItemSpecialAttrId::ItemBuff] = boost::bind(&ItemManager::UseItemBuff, this, _1, _2); _handlers[ItemSpecialAttrId::Bind] = boost::bind(&ItemManager::UseBind, this, _1, _2); _handlers[ItemSpecialAttrId::ReinforceLevel] = boost::bind(&ItemManager::UseReinforceLevel, this, _1, _2); _handlers[ItemSpecialAttrId::AddPartnerExp] = boost::bind(&ItemManager::UseAddPartnerExp, this, _1, _2); _handlers[ItemSpecialAttrId::AddRoleExp] = boost::bind(&ItemManager::UseAddRoleExp, this, _1, _2); _handlers[ItemSpecialAttrId::AddSliver] = boost::bind(&ItemManager::UseAddSliver, this, _1, _2); _handlers[ItemSpecialAttrId::AddGold] = boost::bind(&ItemManager::UseAddGold, this, _1, _2); _handlers[ItemSpecialAttrId::AddGoldNote] = boost::bind(&ItemManager::UseAddGoldNote, this, _1, _2); _handlers[ItemSpecialAttrId::SynthMaterial] = boost::bind(&ItemManager::UseSynthMaterial, this, _1, _2); _handlers[ItemSpecialAttrId::EnhanceNpcExp] = boost::bind(&ItemManager::UseEnhanceNpcExp, this, _1, _2); _handlers[ItemSpecialAttrId::GetAttribute] = boost::bind(&ItemManager::UseGetAttribute, this, _1, _2); _handlers[ItemSpecialAttrId::GainReinforceProp] = boost::bind(&ItemManager::UseGainReinforceProp, this, _1, _2);
//specialAttrId 是外部传递过来的参数 对应map中的key map<int, TypeOnUseItemHandler>::iterator itFind = _handlers.find(specialAttrId); if (itFind == _handlers.end()) return; if (itFind->second) itFind->second(roleId, specialAttrValue);
_handlers[ItemSpecialAttrId::GainReinforceProp] = boost::bind(&ItemManager::UseGainReinforceProp, this, _1, _2);