策略模式
策略模式跟简单工厂模式大致相同,不同的是策略模式中的上下文类会包含策略父类。
代码1:策略抽象部分
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace 策略模式
{
/// <summary>
/// 现金收取父类
/// </summary>
abstract class BaseCash
{
//抽象方法:收取现金,参数为原价,返回为当前价
public abstract double acceptCash(double money);
}
/// <summary>
/// 打折
/// </summary>
class RebateCash : BaseCash
{
private double moneyRebate = 1d;
//初始化时,必需要输入折扣率,如八折,就是0.8
public RebateCash(string moneyRebate)
{
this.moneyRebate = double.Parse(moneyRebate);
}
public override double acceptCash(double money)
{
return money * moneyRebate;
}
}
/// <summary>
/// 正常收费
/// </summary>
class NormalCash : BaseCash
{
public override double acceptCash(double money)
{
return money;
}
}
//返利收费,继承CashSuper
class ReturnCash : BaseCash
{
private double moneyCondition = 0.0d;
private double moneyReturn = 0.0d;
//初始化时必须要输入返利条件和返利值,比如满300返100,则moneyCondition为300,moneyReturn为100
public ReturnCash(string moneyCondition, string moneyReturn)
{
this.moneyCondition = double.Parse(moneyCondition);
this.moneyReturn = double.Parse(moneyReturn);
}
public override double acceptCash(double money)
{
double result = money;
//若大于返利条件,则需要减去返利值
if (money >= moneyCondition)
result = money - Math.Floor(money / moneyCondition) * moneyReturn;
return result;
}
}
}
代码2:策略容器部分
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace 策略模式
{
//现金收取工厂
class CashContext
{
BaseCash cs = null;
//根据条件返回相应的对象
public CashContext(string type)
{
switch (type)
{
case "正常收费":
NormalCash cs0 = new NormalCash();
cs = cs0;
break;
case "满300返100":
ReturnCash cr1 = new ReturnCash("300", "100");
cs = cr1;
break;
case "打8折":
RebateCash cr2 = new RebateCash("0.8");
cs = cr2;
break;
}
}
public double GetResult(double money)
{
return cs.acceptCash(money);
}
}
}
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