-
Notifications
You must be signed in to change notification settings - Fork 1k
Expand file tree
/
Copy pathBuilderPatternExample1.cs
More file actions
176 lines (146 loc) · 4.25 KB
/
BuilderPatternExample1.cs
File metadata and controls
176 lines (146 loc) · 4.25 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
//-------------------------------------------------------------------------------------
// BuilderPatternExample1.cs
//-------------------------------------------------------------------------------------
using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
//This real-world code demonstates the Builder pattern in which different vehicles are assembled in a step-by-step fashion.
//The Shop uses VehicleBuilders to construct a variety of Vehicles in a series of sequential steps.
namespace BuilderPatternExample1
{
public class BuilderPatternExample1 : MonoBehaviour
{
void Start()
{
VehicleBuilder builder;
// Create shop with vehicle builders
Shop shop = new Shop();
// Construct and display vehicles
builder = new ScooterBuilder();
shop.Construct(builder);
builder.Vehicle.Show();
builder = new CarBuilder();
shop.Construct(builder);
builder.Vehicle.Show();
builder = new MotorCycleBuilder();
shop.Construct(builder);
builder.Vehicle.Show();
}
}
class Shop
{
// Builder uses a complex series of steps
public void Construct(VehicleBuilder vehicleBuilder)
{
vehicleBuilder.BuildFrame();
vehicleBuilder.BuildEngine();
vehicleBuilder.BuildWheels();
vehicleBuilder.BuildDoors();
}
}
abstract class VehicleBuilder
{
protected Vehicle vehicle;
public Vehicle Vehicle
{
get { return vehicle; }
}
public abstract void BuildFrame();
public abstract void BuildEngine();
public abstract void BuildWheels();
public abstract void BuildDoors();
}
class MotorCycleBuilder : VehicleBuilder
{
public MotorCycleBuilder()
{
vehicle = new Vehicle("MotorCycle");
}
public override void BuildFrame()
{
vehicle["frame"] = "MotorCycle Frame";
}
public override void BuildEngine()
{
vehicle["engine"] = "500 cc";
}
public override void BuildWheels()
{
vehicle["wheels"] = "2";
}
public override void BuildDoors()
{
vehicle["doors"] = "0";
}
}
class CarBuilder : VehicleBuilder
{
public CarBuilder()
{
vehicle = new Vehicle("Car");
}
public override void BuildFrame()
{
vehicle["frame"] = "Car Frame";
}
public override void BuildEngine()
{
vehicle["engine"] = "2500 cc";
}
public override void BuildWheels()
{
vehicle["wheels"] = "4";
}
public override void BuildDoors()
{
vehicle["doors"] = "4";
}
}
class ScooterBuilder : VehicleBuilder
{
public ScooterBuilder()
{
vehicle = new Vehicle("Scooter");
}
public override void BuildFrame()
{
vehicle["frame"] = "Scooter Frame";
}
public override void BuildEngine()
{
vehicle["engine"] = "50 cc";
}
public override void BuildWheels()
{
vehicle["wheels"] = "2";
}
public override void BuildDoors()
{
vehicle["doors"] = "0";
}
}
class Vehicle
{
private string _vehicleType;
private Dictionary<string, string> _parts = new Dictionary<string, string>();
public Vehicle(string vehicleType)
{
this._vehicleType = vehicleType;
}
public string this[string key]
{
get { return _parts[key]; }
set { _parts[key] = value; }
}
public void Show()
{
Debug.Log("\n---------------------------");
Debug.Log("Vehicle Type: " + _vehicleType);
Debug.Log(" Frame : " + _parts["frame"]);
Debug.Log(" Engine : " + _parts["engine"]);
Debug.Log(" #Wheels: " + _parts["wheels"]);
Debug.Log(" #Doors : " + _parts["doors"]);
}
}
}