在c#应用程序中存储多个生成的变量值

时间:2014-09-10 06:35:40

标签: c#

第一篇文章,我对C#和一般编程都很陌生。

我正在制作一个足球运动员生成器应用程序,仅用于练习目的,其中我有一个带有构造函数的类,该构造函数生成一个具有两个字符串(名字和姓氏)和大量整数的对象。 (不同的技能属性,如射击力,传球等。

忍受我,我会在一秒钟内发布我的代码。

所以我希望所有这些对象都以某种方式存储所有变量。经过大量的谷歌搜索,我可以阅读不同种类,列表和词典的数组。

首先,这是我的班级:

class player
{

    public string firstName;
    public string lastName;
    public string playPos;
    public int playerId = 999;
    public int isKeeper;
    public int level;
    public int age;
    public int dKeeper;
    public int dTackle;
    public int dMarking;
    public int mPlaymaking;
    public int mCrossing;
    public int fShooting;
    public int fShotPower;
    public int aDribbling;
    public int aHeading;
    public int aPassing;


    public void autoGenPlayer()
    {
        //new killing random that i got off of Stack Overflow
        Random rAG = new Random(Guid.NewGuid().GetHashCode());
        //PlayerId, dont mind it does not work properly yet.
        playerId = playerId + 1;
        //a level integer just to base the other stats around, to keep the stats from spreading too much
        level = rAG.Next(2, 11);
        //Generating names, calling the methods a bit lower in this class.
        firstName = firstNameGenerator();
        lastName = lastNameGenerator();
        //giving the player an age
        age = rAG.Next(16, 35);
        //a one out of seven chance to become a goal keeper.
        isKeeper = rAG.Next(1,8);
       //skills based on level. Max value is 20
        dTackle = rAG.Next(level, level * 2);
        dMarking = rAG.Next(level, level * 2);
        mPlaymaking = rAG.Next(level, level * 2);
        mCrossing = rAG.Next(level, level * 2);
        fShooting = rAG.Next(level, level * 2);
        fShotPower = rAG.Next(level, level * 2);
        aDribbling = rAG.Next(level, level * 2);
        aHeading = rAG.Next(level, level * 2);
        aPassing = rAG.Next(level, level * 2);
        //Checks if the player is a keeper. 5 is chosen at random. There are obv better ways to do this, but it doesnt matter right now.
        if (isKeeper == 5)
        {
            //This basically just makes the keeper a keeper, and a shit outfield player. 
            dKeeper = rAG.Next(level, level * 2);

            playPos = "Goal Keeper";

            dTackle = rAG.Next(1, 3);
            dMarking = rAG.Next(1, 3);
            mPlaymaking = rAG.Next(1, 3);
            mCrossing = rAG.Next(1, 3);
            fShooting = rAG.Next(1, 3);
            fShotPower = rAG.Next(1, 3);
            aDribbling = rAG.Next(1, 3);
            aHeading = rAG.Next(1, 3);
            aPassing = rAG.Next(1, 3);
        }
        else
        {
            //if not a keeper, shit keeper attributes, and random outfielder atts.
            dKeeper = 1;
        }
        //my clever way of assigning a player position to the players.
        int def = dTackle + dMarking;
        int mid = mCrossing + mPlaymaking;
        int fwd = fShooting + fShotPower;

        if (dKeeper > 1)
        {
            playPos = "Goal Keeper";
        }
        else if (def >= fwd && def >= mid)
        {
            playPos = "Defender";
        }
        else if (mid >= fwd && mid >= def)
        {
            playPos = "Midfielder";
        }
        else if (fwd >= mid && fwd >= def)
        {
            playPos = "Striker";
        }
        else
        {
            //in a rare case (if ever) the logic doesnt add ut, im spawning a star player. because. im not too got at this.

            playPos = "Utility Legend";
            dTackle = rAG.Next(16, 21);
            dMarking = rAG.Next(16, 21);
            mPlaymaking = rAG.Next(16, 21);
            mCrossing = rAG.Next(16, 21);
            fShooting = rAG.Next(16, 21);
            fShotPower = rAG.Next(16, 21);
            aDribbling = rAG.Next(16, 21);
            aHeading = rAG.Next(16, 21);
            aPassing = rAG.Next(16, 21);
        }




    }

   //Generates a first name 
    public string firstNameGenerator()
    {
        string returnfirstName;
        string[] firstnames;
        firstnames = new string[60] { "60 different strings of first names... took them out for you, becasue it looked bad in the editor." };
        Random rF = new Random(Guid.NewGuid().GetHashCode());
        returnfirstName = firstnames[rF.Next(0, 40)];

        return returnfirstName;

    }
    //generates a last name
    public string lastNameGenerator()
    {
        string returnlastName;
        string[] lastnames;
        lastnames = new string[60] { "60 different strings of lastnames........." };
        Random rL = new Random(Guid.NewGuid().GetHashCode());
        returnlastName = lastnames[rL.Next(0, 40)];
        returnlastName = lastnames[rL.Next(0, 40)];
        return returnlastName;

    }
}

现在,对于我的其他代码,您知道 - 将所有内容放在一起的部分。

namespace FormManager
{
  public partial class Form1 : Form
  {
    public Form1()
    {
        InitializeComponent();



    }

    private void button1_Click(object sender, EventArgs e)
    {
        player p = new player();
        p.autoGenPlayer();
        textBox10.Text = p.firstName + " " + p.lastName;
        textBox11.Text = p.age.ToString();
        textBox1.Text = p.aPassing.ToString();
        textBox2.Text = p.aDribbling.ToString();
        textBox3.Text = p.aHeading.ToString();
        textBox4.Text = p.dTackle.ToString();
        textBox5.Text = p.dMarking.ToString();
        textBox6.Text = p.fShooting.ToString();
        textBox7.Text = p.fShotPower.ToString();
        textBox8.Text = p.mPlaymaking.ToString();
        textBox9.Text = p.mCrossing.ToString();
        textBox12.Text = p.dKeeper.ToString();
        textBox13.Text = p.playPos;


    }

    private void button2_Click(object sender, EventArgs e)
    {
        //number of objects to generate
        int numberOfPlayersToGenerate = 10;
        string[] savePlayers = new string[numberOfPlayersToGenerate];


        //Generate many objects
        for (int i = 0; i < numberOfPlayersToGenerate; i++)
        {

                player play = new player();
                play.autoGenPlayer();



        }


    }


}


}

所以它基本上就是这里的for循环,我想用来存储所有生成的变量。 autoGenPlayer()方法生成了很多int和string的不同值,我想将它们全部存储起来,这样我就可以制作一个漂亮的表格来显示它。

我会喜欢这方面的任何想法,这让我疯狂。

2 个答案:

答案 0 :(得分:1)

在form1中添加

List<Player> players = new List<Player>();

然后在你的button1_Click()中添加

players.add(p);

在button2_Click()

players.add(play);

然后,您可以向表单添加gridview,并为玩家提供数据源 - FIN

不是这样 -

如果您不知道如何设置数据源,请

How do I bind a GridView to a custom object?

  • FIN

答案 1 :(得分:0)

欢迎来到社区。

你实际上有比你命名的三个选项更多的选项。

要正确理解这一点,您需要了解Inheritance

如果您希望将此“组”绑定到Datagrid.Datasource,那么它需要是一种类型。查看文档,这是system.object类型(没有很多帮助,因为所有继承自system.object)。但是,如果您进一步阅读,则会有一个特定对象列表(所有对象都以“数据”开头,所有古怪过时)以及任何实现IListSource或IList接口的组件。

使所有这些合适的事情是ArrayList(T)Dictionary(TKey, TValue)都实现了IList接口。

那你应该使用哪个?

This question为您提供了充分的理由,您应该使用IList接口本身。这样,您只会对使用数据的人员进行最小限制。具体来说,在你的情况下,它应该是一个IList(播放器)(甚至更好的IList(IPlayer)并创建一个Player实现的IPlayer接口。)

对于内部存储,请使用List(播放器),因为它是无界的(与数组不同)并且没有字典键的开销(你似乎不想在这个名字中查找播放器 - 如果这是你想要做的事情,那么考虑使用名称作为字典中的键)

另外,如果您将autoGenPlayer更改为constructor,则不需要play.autoGenPlayer();