static void Main(string[] args) { EnemyTank rx7Tank = new EnemyTank(); EnemyRobot fredTheRobot = new EnemyRobot(); EnemyAttacker robotAdapter = new EnemyRobotAdapter(fredTheRobot); Console.WriteLine("The Robot"); fredTheRobot.ReactToHuman("Paul"); fredTheRobot.WalkForward(); fredTheRobot.SmashWithHand(); Console.WriteLine("The Enemy Tank"); rx7Tank.AssignDriver("Frank"); rx7Tank.DriveForward(); rx7Tank.FireWeapon(); Console.WriteLine("The Robot with Adapter"); robotAdapter.AssignDriver("Mark"); robotAdapter.DriveForward(); robotAdapter.FireWeapon(); Console.ReadKey(); }
static void Main(string[] args) { EnemyTank rx7Tank = new EnemyTank(); EnemyRobot fredTheRobot = new EnemyRobot(); EnemyAttacker robotAdapter = new EnemyRobotAdapter(fredTheRobot); Console.WriteLine("The Robot"); fredTheRobot.ReactToHuman("Paul"); fredTheRobot.WalkForward(); fredTheRobot.SmashWithHands(); Console.WriteLine(); Console.WriteLine("The Enemy Tank"); rx7Tank.AssignDriver("Frank"); rx7Tank.DriveForward(); rx7Tank.FireWeapon(); Console.WriteLine(); Console.WriteLine("The Robot with Adapter"); robotAdapter.AssignDriver("Mark"); robotAdapter.DriveForward(); robotAdapter.FireWeapon(); }
void OnEnable() { Debug.Log ("------------------"); Debug.Log ("ADAPTER DESIGN PATTERN"); IEnemyAttacker tank = new EnemyTank(); EnemyRobot fredTheRobot = new EnemyRobot(); IEnemyAttacker adapter = new EnemyRobotAdaper(fredTheRobot); fredTheRobot.ReactToHuman("Hans"); fredTheRobot.WalkForward(); tank.AssignDriver("Frank"); tank.DriveForward(); tank.FireWeapon(); adapter.AssignDriver("Mark"); adapter.DriveForward(); adapter.FireWeapon(); }
void OnEnable() { Debug.Log("------------------"); Debug.Log("ADAPTER DESIGN PATTERN"); IEnemyAttacker tank = new EnemyTank(); EnemyRobot fredTheRobot = new EnemyRobot(); IEnemyAttacker adapter = new EnemyRobotAdaper(fredTheRobot); fredTheRobot.ReactToHuman("Hans"); fredTheRobot.WalkForward(); tank.AssignDriver("Frank"); tank.DriveForward(); tank.FireWeapon(); adapter.AssignDriver("Mark"); adapter.DriveForward(); adapter.FireWeapon(); }