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C# 泛型或反射 - 调用未知类的函数

转载 作者:太空宇宙 更新时间:2023-11-03 21:51:57 24 4
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我正在制作一款游戏,其中工作人员根据当前的任务 执行操作。每个 worker 都将按照首选顺序(受玩家决定的影响)分配一份任务列表。

当一项任务完成时(例如,将元素从 X 拿到 Y),工作人员需要通过检查可能的任务列表来开始一项新任务,看看是否可以执行每项任务,如果可以,则设置他们的当前任务到该任务并启动它(最后一个任务 - “Wander Around”始终可用)。

我目前使用一个大的 switch 语句和枚举来完成这项工作,但现在想概括这段代码以创建一个 Task 类,并为工作人员提供一个首选任务列表,一个 GetNextTask() 函数,并在 worker 的 Update() 方法中调用 currentTask.update()(这将使 worker 执行他需要的任何操作在当前任务下执行,并在任务完成时调用 worker.GetNextTask()

我不清楚的是在 worker 中存储任务的最佳方式。我应该使用:

1) 反射(reflection)。将可能的任务存储为类型列表,然后使用反射来 a) 调用静态方法 public static virtual bool CanPerformThisTask(),它在每个子类中被覆盖,以及 b) 创建该任务的实例为 worker ?(下面的示例代码尝试 - 但无法测试)

2) 每当工作人员需要获得新任务(可能使用 Activator)时实例化所有任务,并检查每个任务的 (Task)task.CanPerformThisTask() - 如果为真,则执行此操作任务。不过,将它们全部实例化似乎效率很低?

3) 泛型。这可以使用泛型来完成吗?如果是,怎么办?

这是我类(class)的一个片段,用于说明我正在尝试做的事情:

worker 类(Class):

protected List<Point> waypoints = new List<Point>();
public bool reachedDestination { get { return waypoints.Count == 0; } }
protected Task task;
public List<Type> possibleTasks;

public Worker(Task initialTask, List<Type> initialPossibleTasks ...)
: base(...)
{
task = initialTask;
possibleTasks = initialPossibleTasks;
}

public override void Update()
{
base.Update();
if (!reachedDestination) Move();
task.Update();
}

public void GetNextTask()
{
foreach (Type t in possibleTasks)
{
//reflection code here - will this work and can we do this with generics instead?
Bool canDoT = (bool)t.GetMethod("CanPerformThisTask", BindingFlags.Static | BindingFlags.Public).Invoke(null, null);
if (canDoT)
{
task = Activator.CreateInstance(t);
return;
}
}
}

这是我的 Task 基类的一些不完整代码(不应实例化):

public class Task
{
public Worker worker;

public virtual static bool CanPerformThisTask()
{
//never call this from here - always from subclasses
return false;
}

public Task()
{
//set up code here
}

public virtual void Update()
{
//make worker do relevant activities here
//call finish task when done
}

public void FinishTask()
{
worker.GetNextTask();
}

}

这里是工作人员将在其可能任务列表中拥有的任务示例:

public class T_WorkerWander : Task
{

public static override bool CanPerformThisTask()
{
//can always wander (other Tasks will have conditions here)
return true;
}

public T_WorkerWander()
: base()
{
}

override public void Update()
{
//make the worker wander here
if (worker.reachedDestination) FinishTask();
}

}

更新:这是我现在可以使用的代码

任务类:

public abstract class Task
{
//the entity holding this task
public TaskableEntity taskEntity;

public List<TaskStage> taskStages;
public TaskStage currentTaskStage { get { return taskStages[0]; } }

public Task(TaskableEntity t) { taskEntity = t; }

/// <summary>
/// the conditions for the Task to be started
/// </summary>
public virtual bool CanStart()
{
return true;
}

public void Start()
{
taskStages = new List<TaskStage>();
InitialiseTaskStages();
taskStages[0].Start();
}

public abstract void InitialiseTaskStages();

public void Update()
{
currentTaskStage.Update();
if (currentTaskStage.IsComplete()) TaskStageComplete();
}

public void TaskStageComplete()
{
taskStages.RemoveAt(0);
if (taskStages.Count == 0) taskEntity.TaskComplete();
else currentTaskStage.Start();
}

public void SetTaskStages(params TaskStage[] t)
{
taskStages = t.ToList();
}

public void Interrupt()
{
currentTaskStage.Interrupt();
}

}

任务阶段类:

public sealed class TaskStage
{
private Task task;

private List<Point> pointsToMoveTo;
public void SetPointsToMoveTo(Point p) { pointsToMoveTo = new List<Point>() { p }; }
public void SetPointsToMoveTo(params Point[] p) { pointsToMoveTo = p.ToList(); }
public void SetPointsToMoveTo(List<Point> p) { pointsToMoveTo = p; }
public Action actionToApply;

private float timeToWait;
public void SetWait(float wait) { timeToWait = wait; }

private IReservable[] itemsToReserve;
public void SetItemsToReserve(params IReservable[] items) { itemsToReserve = items; }

private IReservable[] itemsToUnreserve;
public void SetItemsToUnreserve(params IReservable[] items) { itemsToUnreserve = items; }

private Emotion emotionToSet;
public void SetEmotionToSet(Emotion e) { emotionToSet = e; }

private TaskStage _interrupt;
public void SetInterruptAction(TaskStage t) { _interrupt = t; }
public void Interrupt() { _interrupt.Start(); }

public TaskStage(Task t)
{
task = t;
}

public void Start()
{
if (actionToApply != null) actionToApply();
if (itemsToUnreserve != null) UnreserveItems();
if (itemsToReserve != null) ReserveItems();
if (pointsToMoveTo != null)
{
//this will need changing after pathfinding sorted out...
if (pointsToMoveTo.Count == 1) task.taskEntity.SetWaypoints(pointsToMoveTo[0]);
else task.taskEntity.waypoints = pointsToMoveTo;
}
if (emotionToSet != null) emotionToSet.StartEmotion();
}

public void Update()
{
if (timeToWait > 0) timeToWait -= GV.elapsedTime;
}

public bool IsComplete()
{
if (pointsToMoveTo != null && !task.taskEntity.reachedDestination) return false;
if (timeToWait > 0) return false;
return true;
}

public void ReserveItems()
{
foreach (IReservable i in itemsToReserve)
{
i.reserved = true;
}
}

public void UnreserveItems()
{
foreach (IReservable i in itemsToUnreserve)
{
i.reserved = false;
}
}

}

示例任务:

public class T_WorkerGoToBed : Task
{
public FactoryWorker worker { get { return taskEntity as FactoryWorker; } }
public T_WorkerGoToBed(TaskableEntity t)
: base(t) { }

public override bool CanStart()
{
return Room.Available<Bed>(GV.Bedrooms);
}

public override void InitialiseTaskStages()
{
Bed bedToSleepIn = Room.NearestAvailableFurniture<Bed>(GV.Bedrooms, taskEntity.X, taskEntity.Y);

//stage 1 - reserve bed and move there
TaskStage ts1 = new TaskStage(this);
ts1.SetItemsToReserve(bedToSleepIn);
ts1.SetPointsToMoveTo(bedToSleepIn.XY);

//stage 2 - sleep in bed
TaskStage ts2 = new TaskStage(this);
ts2.SetWait((worker.maxEnergy - worker.energy) / worker.energyRegeneratedPerSecondWhenSleeping);
ts2.SetEmotionToSet(new E_Sleeping(worker, false));

//stage 3 - unreserve bed
TaskStage ts3 = new TaskStage(this);
ts3.SetItemsToUnreserve(bedToSleepIn);
ts3.SetEmotionToSet(new E_Happy(worker, false));

SetTaskStages(ts1, ts2, ts3);
}

}

最佳答案

听起来您需要颠倒任务和工作人员之间的职责。与其询问是否可以执行任务,不如询问 worker 是否可以执行给定的任务:

class Worker
{
bool CanPerformTask<T>() where T : Task
{
var type = typeof(T);
// code to determine whether worker can perform the task T
}

// alternative with instance parameter
bool CanPerformTask<T>( T task ) where T : Task
{
// code to determine whether worker can perform the task passed in
}
}

该方案避免了“实例化所有任务或调用静态方法”的问题。

此外,请考虑使用内置的集合类。队列和堆栈等事物可以极大地简化安排事物执行所需的代码。

关于C# 泛型或反射 - 调用未知类的函数,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14075303/

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