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Assets/Game Programming Patterns/Component Pattern/README.md

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Components are most commonly found within the core class that defines the entities in a game, but they may be useful in other places as well. This pattern can be put to good use when any of these are true:
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- You have a class that touches multiple domains which you want to keep decoupled from each other.
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- A class is getting massive and hard to work with.
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- You want to be able to define a variety of objects that share different capabilities, but using inheritance doesn’t let you pick the parts you want to reuse precisely enough.
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组件最常见于游戏中定义实体的核心类,但是它们也能够用在别的地方。当如下条件成立时,组件模式就能够发挥它的作用:

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