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状态模式主要可以用于这种场景 1 一个对象的行为取决于它的状态 2 一个操作中含有庞大的条件分支语句

回想下街头霸王的游戏

隆有走动,攻击,防御,跌倒,跳跃等等多种状态,而这些状态之间既有联系又互相约束。
比如跳跃的时候是不能攻击和防御的。跌倒的时候既不能攻击又不能防御,而走动的时候既可以攻击也可以跳跃。
要完成这样一系列逻辑, 常理下if else是少不了的. 而且数量无法估计, 特别是增加一种新状态的时候, 可能要从代码的第10行一直改到900行.
if ( state === 'jump' ){
   if ( currState === 'attack' || currState === 'defense' ){
     return false;
   }
}else if ( state === 'wait' ){
   if ( currState === 'attack' || currState === 'defense' ){
     return true;
   }
}

为了消灭这些if else, 并且方便修改和维护, 我们引入一个状态类.

var StateManager = function(){
  var currState = 'wait';
  var states = {
    jump: function( state ){
    },
    wait: function( state ){
    },
    attack: function( state ){
    },
    crouch: function( state ){
    },
    defense: function( state ){
      if ( currState === 'jump'  ){
          return false;  //不成功,跳跃的时候不能防御
      }
    //do something;     //防御的真正逻辑代码, 为了防止状态类的代码过多, 应该把这些逻辑继续扔给真正的fight类来执行.
    currState = 'defense'; //  切换状态
    }
  }
  var changeState = function( state ){
    states[ state ] && states[ state ]();
  }
  return {
      changeState  : changeState
  }
}
var stateManager = StateManager();
stateManager.changeState( 'defense' );

Edit By MaHua

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