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c# - 如何将这些名称 "interpolate"转换为我要更新的方法/变量?

转载 作者:行者123 更新时间:2023-11-30 14:44:49 25 4
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在我的新游戏中,我有几种不同的动物,我可以在特定的围场中添加和移除它们。该代码按预期工作,但它非常重复且冗长。目前,我正在使用(多个)switch 语句从保存动物信息的可编写脚本的对象中获取一个名为 itemName 的字符串。

正如您在我下面的代码中看到的那样,它有很多重复的代码,很难看! 是否有建议的方法来减少和改进这种情况,因为每种情况下的代码块除了动物名称字符串之外都是相同的?我在整个项目中以相同类型的方式使用多个 switch 语句,并且它将减少数百行。

我对编程比较陌生。在查看文档时,我认为字符串插值可能是实现此目的的方法,但无法弄清楚如何使其实际引用正确的变量(如我的保存文件中的 int)。

基本上,我想做的是获取 item.itemName,删除所有空格并全部小写,然后在需要的地方“插入”,例如 saveMgr.myStats .{theNewItemName}-= 1; 或类似的。那么我需要 6 行而不是 300 行。

这是我的代码。我留下的内容只是为了显示它现在的重复程度。

            switch (item.itemName)
{
case "Albino Goat":
saveMgr.myStats.albinogoat -= 1;
specificPaddock.albinogoat += 1;
PaddockAddEvent(item.itemName, specificPaddock.albinogoat, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Arabian Horse":
saveMgr.myStats.arabianhorse -= 1;
specificPaddock.arabianhorse += 1;
PaddockAddEvent(item.itemName, specificPaddock.arabianhorse, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Bull Calf":
saveMgr.myStats.bullcalf -= 1;
specificPaddock.bullcalf += 1;
PaddockAddEvent(item.itemName, specificPaddock.bullcalf, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Cow Calf":
saveMgr.myStats.cowcalf -= 1;
specificPaddock.cowcalf += 1;
PaddockAddEvent(item.itemName, specificPaddock.cowcalf, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Merino Lamb":
saveMgr.myStats.merinolamb -= 1;
specificPaddock.merinolamb += 1;
PaddockAddEvent(item.itemName, specificPaddock.merinolamb, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Piglet":
saveMgr.myStats.piglet -= 1;
specificPaddock.piglet += 1;
PaddockAddEvent(item.itemName, specificPaddock.piglet, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Quarter Horse":
saveMgr.myStats.quarterhorse -= 1;
specificPaddock.quarterhorse += 1;
PaddockAddEvent(item.itemName, specificPaddock.quarterhorse, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Azteca Horse":
saveMgr.myStats.aztecahorse -= 1;
specificPaddock.aztecahorse += 1;
PaddockAddEvent(item.itemName, specificPaddock.aztecahorse, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Bull":
saveMgr.myStats.bull -= 1;
specificPaddock.bull += 1;
PaddockAddEvent(item.itemName, specificPaddock.bull, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Cow":
saveMgr.myStats.cow -= 1;
specificPaddock.cow += 1;
PaddockAddEvent(item.itemName, specificPaddock.cow, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Grey Goat":
saveMgr.myStats.greygoat -= 1;
specificPaddock.greygoat += 1;
PaddockAddEvent(item.itemName, specificPaddock.greygoat, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Merino Sheep":
saveMgr.myStats.merinosheep -= 1;
specificPaddock.merinosheep += 1;
PaddockAddEvent(item.itemName, specificPaddock.merinosheep, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Pig":
saveMgr.myStats.pig -= 1;
specificPaddock.pig += 1;
PaddockAddEvent(item.itemName, specificPaddock.pig, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Black Lamb":
saveMgr.myStats.blacklamb -= 1;
specificPaddock.blacklamb += 1;
PaddockAddEvent(item.itemName, specificPaddock.blacklamb, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Black Sheep":
saveMgr.myStats.blacksheep -= 1;
specificPaddock.blacksheep += 1;
PaddockAddEvent(item.itemName, specificPaddock.blacksheep, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Dark Horse":
saveMgr.myStats.darkhorse -= 1;
specificPaddock.darkhorse += 1;
PaddockAddEvent(item.itemName, specificPaddock.darkhorse, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Dorper Sheep":
saveMgr.myStats.dorpersheep -= 1;
specificPaddock.dorpersheep += 1;
PaddockAddEvent(item.itemName, specificPaddock.dorpersheep, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Dorper Lamb":
saveMgr.myStats.dorperlamb -= 1;
specificPaddock.dorperlamb += 1;
PaddockAddEvent(item.itemName, specificPaddock.dorperlamb, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Berkshire Pig":
saveMgr.myStats.berkshirepig -= 1;
specificPaddock.berkshirepig += 1;
PaddockAddEvent(item.itemName, specificPaddock.berkshirepig, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Berkshire Piglet":
saveMgr.myStats.berkshirepiglet -= 1;
specificPaddock.berkshirepiglet += 1;
PaddockAddEvent(item.itemName, specificPaddock.berkshirepiglet, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Swiss Cow":
saveMgr.myStats.swisscow -= 1;
specificPaddock.swisscow += 1;
PaddockAddEvent(item.itemName, specificPaddock.swisscow, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
case "Swiss Cow Calf":
saveMgr.myStats.swisscowcalf -= 1;
specificPaddock.swisscowcalf += 1;
PaddockAddEvent(item.itemName, specificPaddock.swisscow, specificPaddock, item);
UpdateStatOnAnimalAddEvent(onePercent);
break;
}

是的,代码按预期工作,但我对困惑不满意,想了解规划此逻辑的替代方法,尤其是规划我的下一个游戏时。感谢您的阅读。

最佳答案

你可以认为动物是一个物体。让我们进入 OOP 世界。

using System;
using System.Collections.Generic;
using UnityEngine;

public class Example : MonoBehaviour
{
private void Start()
{
Item item = new Item("Albino Goat");
SaveManager saveMgr = new SaveManager(new List<Animal>() { new Animal("Albino Goat") });
Paddock specificPaddock = new Paddock();

Animal animal = saveMgr.Remove(item.Name);
specificPaddock.Add(animal);

//UpdateStatOnAnimalAddEvent(onePercent);
}

private class SaveManager
{
private List<Animal> animals = null;

public SaveManager(List<Animal> animals)
{
this.animals = animals ?? throw new ArgumentNullException(nameof(animals));
}

public Animal Remove(string animalName)
{
Predicate<Animal> match = (x) => x.Name.Equals(animalName);
if (animals.Exists(match))
{
return animals.Find(match);
}

return null;
}
}

private struct Item
{
public string Name { get; private set; }

public Item(string name)
{
Name = name ?? throw new ArgumentNullException(nameof(name));
}
}

private class Animal
{
public string Name { get; private set; }

public Animal(string name)
{
Name = name ?? throw new ArgumentNullException(nameof(name));
}
}

private class Paddock
{
private List<Animal> animals = null;

public Paddock()
{
animals = new List<Animal>();
}

public void Add(Animal animal)
{
animals.Add(animal);
Debug.LogFormat("Animal count in Paddock : {0}", animals.Count);
}
}
}

我把每个私有(private)类(class)都写成临时的。

从这段代码中考虑我对每个对象的关系的思考。

不需要将每只动物都保存为 int。

代码将正常运行,因此只需复制和粘贴并尝试查看编辑器中发生了什么。

关于c# - 如何将这些名称 "interpolate"转换为我要更新的方法/变量?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/57368931/

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