这是我第一次编写如此复杂的代码,我偶然发现了一个问题。 所以,我正在尝试使用visual studio在visual C#中创建一个非常基本的基于文本的RPG。 到目前为止,我有3个表格。主菜单表单(带有播放和退出按钮),字符选择表单(单击播放后打开)和游戏表单本身。 在角色选择表单上,提示用户选择其角色类(法师,战士,流氓)。 我创建了一个名为entity的公共抽象类:
public abstract class Entity
{
#region Attributes
protected string _name;
protected int _strength, _strengthModifier,
_magic, _magicModifier,
_luck, _luckModifier,
_defense, _defenseModifier,
_health, _healthModifier;
#endregion
#region Properties
public string Name
{
get { return _name; }
protected set { _name = value; }
}
public int Strength
{
get { return _strength; }
protected set { _strength = value; }
}
public int StrengthModifier
{
get { return _strengthModifier; }
protected set { _strengthModifier = value; }
}
public int Magic
{
get { return _magic; }
protected set { _magic = value; }
}
public int MagicModifier
{
get { return _magicModifier; }
protected set { _magicModifier = value; }
}
public int Luck
{
get { return _luck; }
protected set { _luck = value; }
}
public int LuckModifier
{
get { return _luckModifier; }
protected set { _luckModifier = value; }
}
public int Defense
{
get { return _defense; }
protected set { _defense = value; }
}
public int DefenseModifier
{
get { return _defenseModifier; }
protected set { _defenseModifier = value; }
}
public int Health
{
get { return _health; }
protected set { _health = value; }
}
public int HealthModifier
{
get { return _healthModifier; }
protected set { _healthModifier = value; }
}
#endregion
#region Constructor
public Entity()
{
Name = "";
Strength = 0;
Magic = 0;
Luck = 0;
Defense = 0;
Health = 0;
}
#endregion
#region Methods
#endregion
}
然后我用这个继承创建了warrior类,age类和rogue类。
class Mage : Entity
{
public Mage(string name) : base()
{
_name = name;
#region Stats
_strength = 0;
_strengthModifier = 0;
_magic = 10;
_magicModifier = 3;
_luck = 3;
_luckModifier = 0;
_defense = 5;
_defenseModifier = 0;
_health = 100;
_healthModifier = 0;
#endregion
}
}
现在,我在游戏表单上创建了类对象。从角色选择表单中我调用游戏表单,然后将玩家姓名和类别作为参数发送。
public Game(string name, string characterClass)
{
InitializeComponent();
#region CreateCharacter
switch (characterClass)
{
case "Mage":
{
Mage player = new Mage(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Mage.png");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); // show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
case "Rogue":
{
Rogue player = new Rogue(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Rogue.bmp");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); // show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
case "Warrior":
{
Warrior player = new Warrior(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Warrior.png");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); //show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
}
#endregion
}
现在。如果我尝试在该开关之外调用播放器,它将无法正常工作。我能看到的唯一解决方案是将代码分配3次,每种情况一次。无论如何,我是1000%肯定不是这样的。 有什么建议吗?
答案 0 :(得分:0)
问题是因为您在本地画笔中实例化对象,也就是说,您将无法从交换机外部访问它们。如果要在交换机外部使用它们,则需要在交换机外部声明它们。像这样:
public Game(string name, string characterClass)
{
InitializeComponent();
#region CreateCharacter
Entity player = null;
switch (characterClass)
{
case "Mage":
{
player = new Mage(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Mage.png");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); // show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
case "Rogue":
{
player = new Rogue(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Rogue.bmp");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); // show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
case "Warrior":
{
player = new Warrior(name); // create player
#region PrintPicture
pbPlayer.Image = Image.FromFile("C:/Users/mircea/Documents/Visual Studio 2015/Projects/RPG/Artwork/Characters/Warrior.png");
pbPlayer.BackgroundImageLayout = ImageLayout.Center;
pbPlayer.Size = new Size(145, 200);
#endregion
lblName.Text = player.Name.ToString(); //show player name
txtLog.Text += "Welcome to game title, " + name + "!"; // greet log
break;
}
}
#endregion
}
我只是将播放器的声明放在带抽象类型的开关上。
通过在切换之前声明对象,您将能够访问它。由于所有对象都从实体继承,而实体是一个抽象类,因此您可以使用它来键入对象。
这是我看到解决问题的最好方法。