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DesignPattern_Behavioral_State
void Main(){ Subject subject = new Subject{ Level=10 }; State sa = new StateA(); State sb = new StateB(); State sc = new StateC(); sa.Set(sb); sb.Set(sc); sa.Show(subject);}class Subject{ public int Level { get; set; }}abstract class State{ protected State superior; public void Set(State s){ superior = s;} public abstract void Show(Subject subject);}class StateA:State{ public override void Show(Subject subject){ if (subject.Level<=10){} else if(superior!=null){ superior.Show(subject); } }}class StateB:State{ public override void Show(Subject subject){ if (subject.Level<=100){} else if(superior!=null){ superior.Show(subject); } }}class StateC:State{ public override void Show(Subject subject){ if (subject.Level<=1000){} else if(superior!=null){ superior.Show(subject); } }}
DesignPattern_Behavioral_State
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